Agrihand
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Agrihand
A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 20%
- Armor - Blunt
- 10%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 3.4 c/s
- Body Size
- 0.7
- Mass
- 42 kg
- Pack Capacity
- 24.5 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
A agrihand is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, agrihands are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
Agrihands are light mechanoids. They are created from a standard mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead agrihand can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: agrihands use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.
Agrihands will do tasks under the Grow and Cut Plants tabs; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, but a Plant Work Speed of 40%.
Analysis
Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop available in the unmodded game, though are marginally worse than skilled colonists at harvesting (and better than unskilled ones). But as a 24/7 worker, they can allow your colony to grow and harvest more tiles of crops in less time, easily negating the marginal loss from harvest. You can set a zone for agrihands if you need a specific area sowed or cut.
As mechanoids are immune to toxicity, agrihands are especially useful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.
Version history
- Biotech DLC Release - Added.