Cleansweeper
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Cleansweeper
A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.
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
- 0.3
- Mass
- 18 kg
- Pack Capacity
- 10.5 kg
- Carrying Capacity
- 23 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Creation
- Required Research
- Standard mechtech
A cleansweeper is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, cleansweepers 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.
Cleansweepers are light mechanoids. They are created from a standard mech gestator with 1 standard subcore and 100 steel, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. Mechanoids can be fully repaired at the cost of power and nothing else. A dead cleansweeper can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: cleansweepers 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.
Cleanswepers clean, at 50% of a base human's speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated home area. They also move slower than a human, at 3.4 cells/s.
Analysis
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is ugly to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's mood, a dedicated cleaner really helps with making your pawns happy. In addition, dirty cooking areas can cause food poisoning, and treating wounds in a dirty room makes infection more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base.
You may want to set a zone to control where the cleansweeper goes. Otherwise, it can waste its time cleaning outside.
Note that a cleaner robot really serves to take place of a human, so if you have an excess of human labor, then the mech might be redundant (though this could also mean you haven't assigned enough tasks). Conversely, they are most valuable when colonists are in short supply, such as in The Mechanitor start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by corpses, for example.
Consider installing a mech booster in areas likely to see high areas of filth to improve how quickly Cleansweepers are able to function. Kitchens and hospitals make good candidate locations.
One point to note is that unlike their laborer counterparts such as the agrihand and lifter, they require double the steel cost and a standard subcore rather than a basic subcore. With such cost, it may be more economical to use said standatd subcore for much more complex mechanoids.
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.