Cleansweeper

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Cleansweeper

Cleansweeper

A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.

Base Stats

Type
Mechanoid
Market Value
800 Silver
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)

Melee Combat

Attack
Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.43

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Gestation Cycles
1
Resources to make
Steel 50 + Basic subcore 1

A cleansweeper is a mechanoid added by the Biotech DLC.

Acquisition[edit]

Cleansweepers can be gestated by a mechanitor at a mech gestator once the basic mechtech research project has been completed. Each requires Steel 50 Steel, Basic subcore 1 Basic subcore and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Dead, friendly cleansweepers can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Cleansweeper, Steel 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, every cleansweeper is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Dead cleansweepers may be shredded at the machining table or crafting spot for Steel 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the cleansweeper.

Combat[edit]

Cleansweepers can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

As a labor-focused mech, cleansweepers are never found in mechanoid raids.

As an ally[edit]

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.

Work[edit]

Cleansweepers 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[edit]

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 utilize zones to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal.

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. Mech boosters will also help any fabricors and paramedics that work in these areas.

Compared to humans[edit]

A cleaner robot serves to take place of a human.

If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, a mech is 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.

An extra hand is also helpful after combat. If many of your colonists are injured, then there'll be many stacks of blood. Blood is dirty, lowering medical chances, and hurts colonist mood because it's ugly. In these situations, you likely won't have the manpower to clean everything up. Thus, cleansweepers can prevent mood and mental break spirals after a particularly damaging raid

Health[edit]

Body parts[edit]


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 40 1 100% 40% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 30 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 30 1 80% 4.6% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Gallery[edit]

Version history[edit]

  • Biotech DLC Release - Added.
  • 1.4.3534 - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - > Basic mechtech. Recipe changed from Standard subcore 1 + Steel 100 -> Basic subcore 1 + Steel 50