Mech node

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Mech node

Mech node

A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.

Base Stats

Type
BuildingSpecial
Market Value
200 Silver
Mass
9 kg
Beauty
-20
HP
50
Flammability
0%
Path Cost
30 (30%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Blocks Wind
True
Light Radius
1.65

Creation

Deconstruct yield
Plasteel 22 + Component 1
Destroy yield
nothing
Technical
thingCategories
BuildingsSpecial


Mech nodes are light-emitting buildings that can be claimed from a mech clusterContent added by the Royalty DLC once it is defeated, assuming they are not destroyed in the fight.

Acquisition[edit]

Mech nodes can be claimed from a mechanoid clusterContent added by the Royalty DLC once it has been defeated. Simply claim and uninstall it.

Summary[edit]

The white area (1 tile out) is 50% illumination, required for best surgery success chance. These tiles subsequently represent 30% or better: adequate for all general labor, avoiding mood penalties, and for growing decorative plants indoors in plant pots.

A mech node provides 50% light to tiles directly adjacent, and no further. It also provides a small amount of cover. It has a beauty value of −20, so is very ugly to look at.

Mech nodes can be deconstructed for Plasteel 22 plasteel and Component 1 component. It cannot be sold.[Verify]

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails, but will take the 10 flame damage from the initial attack.

Analysis[edit]

Mech nodes are a reward for not destroying everything in a mech cluster. If they are preserved, nodes can be deconstructed for a decent amount of valuable resources. Whether this is worth protecting during combat mostly depends on whether it is possible to destroy the mech cluster without causing a massive explosion. This itself depends on cluster arrangement and your colony's combat prowess.

Otherwise, mech nodes aren't very useful as actual buildings. They provide very little light and are incredibly ugly, and so are not suited for general use as a light source. They can provide emergency light for surgeries during a solar flare, EMI or other power failure. However, a torch lamp is usually the far superior option, though it does rely on wood being available in your biome. They can provide cover, but their HP is low and they'll rapidly be destroyed. You can use them to lure raiders into poor cover, but stools are easier to build and the resources the node provides are worth more.

Typically, the best use is to just deconstruct them.

Version history[edit]

  • 1.2.2719 - Added to the Royalty DLC as Gloomlight.
  • 1.2.2753 - Fix: Gloomlight would prevent a sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
  • 1.3.? - Renamed from Gloomlight to Mech node, possibly to avoid confusion with darktorches. Description changed from "A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"
  • ? prior to 1.5.4409 - Cover reduced from full to 0.5.
  • ? likely 1.6.4518, possibly prior - Moved from Royalty DLC to Core.
  • 1.6.4518 - Fix: Mech nodes claimable while there are turrets nearby.