Difference between revisions of "Mechanoid hive"

From RimWorld Wiki
Jump to navigation Jump to search
(26 intermediate revisions by 10 users not shown)
Line 1: Line 1:
 
<!--Top Nav Box-->
 
<!--Top Nav Box-->
{| align=center
 
! {{MainSection_Nav}}
 
|}
 
 
{| align=center
 
{| align=center
 
| {{Characters_Nav}}
 
| {{Characters_Nav}}
Line 9: Line 6:
 
<!-- End of Nav -->
 
<!-- End of Nav -->
  
{{UC}}
+
{{TOCright}}
 
<onlyinclude>
 
<onlyinclude>
 
{{quote|"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."|RimWorld Universe Quick Primer<ref>[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]</ref>}}
 
{{quote|"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."|RimWorld Universe Quick Primer<ref>[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]</ref>}}
 
</onlyinclude>
 
</onlyinclude>
 
+
{{clr}}
 
==Centipede==
 
==Centipede==
{{infobox main|none|
+
{{:Mechanoid_Centipede}}
|name = Centipede
 
|image = MechanoidCentipede.png|Mechanoid Centipede
 
|info = A Centipede - siege Mechanoid.
 
|type = Mechanoid{{!}}Mechanoid
 
|type2 = Characters{{!}}Characters
 
|hp = 800
 
|walkSpeed = 0.29
 
|mobdamage = Bludgeon - 50}}
 
{{quote|"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."|In-game description}}
 
  
 
===Biology===
 
===Biology===
 
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed or even disabled.
 
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed or even disabled.
  
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.
+
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede. The only operation that can be performed on centipedes is the "Shut Down" function. This has no effect aside from shutting down Mechanoids that are already incapacitated. This operation can only be performed by a colonist that is assigned as a Repairer. This provides a helpful alternative to simply shooting incapacitated mechanoids, leaving your colonists free to help with the inevitable cleanup after a mechanoid raid.  
  
 
===Diet===
 
===Diet===
Line 37: Line 25:
  
 
===Combat===
 
===Combat===
Centipedes are generally equipped with either a [[Minigun]], [[Inferno Cannon]], or [[Heavy Charge Blaster]] on semi-rare occasions, but are also able to engage in melee combat with colonists.
+
Centipedes are mechanized heavy siege units, and as such are generally equipped with either a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]] on semi-rare occasions, but are also able to engage in melee combat with colonists.
  
{| {{STDT| sortable c_06 text-center}}
+
{| {{STDT| c_06 text-center}}
! Melee Attacks !! Damage Amount
+
! Melee Attacks !! Damage Amount !! Cooldown
|-
 
![[Injury#Bludgeon|Bludgeon]]
 
| 50
 
 
|-
 
|-
 +
![[Injury#Blunt|Blunt]]
 +
| 25
 +
| 140
 
|}
 
|}
  
Their melee attack is the second-highest damaging attack in the game, surpassed only by the [[EMP Grenade]].
+
Their melee attack is the highest damaging melee attack in the game, not counting explosives or quality melee weapons such as high-quality longswords. Getting in close is '''not''' recommended, unless you absolutely have to interrupt their firing sequence to save vital assets from death or destruction. Even then, it is advised to wear the heaviest armor possible to block blunt-type damage.
  
 
===Body Parts (Summary)===
 
===Body Parts (Summary)===
Line 55: Line 43:
  
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Body Part Name  !! Health (&times; Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependant on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
+
! Body Part Name  !! Health (&times; Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage">Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
|-
 
|-
 
! [[#Body Rings|First Body Ring]]
 
! [[#Body Rings|First Body Ring]]
Line 64: Line 52:
 
|-
 
|-
 
! [[#Artificial Brain|Artificial Brain]]
 
! [[#Artificial Brain|Artificial Brain]]
| 60 || | 30 || | 1 || | 20% || | Inside Head || | Dataprocessing || | Machine Failure
+
| 60 || | 30 || | 1 || | 20% || | Inside Head || | Data processing || | Machine Failure
 
|-
 
|-
 
! [[#Sensors|Sight Sensor]]
 
! [[#Sensors|Sight Sensor]]
Line 92: Line 80:
  
 
==Scyther==
 
==Scyther==
{{infobox main|none|
+
{{:Mechanoid_Scyther}}
|name = Scyther
 
|image = MechanoidScyther.png|Mechanoid Scyther
 
|info = Scythers are fast moving and reckless front-line Mechanoids.
 
|type = Mechanoid{{!}}Mechanoid
 
|type2 = Characters{{!}}Characters
 
|hp = 90
 
|walkSpeed = 1.45
 
|mobdamage = Bludgeon - 24
 
}}
 
{{quote|"Fast, spindly, human-sized combat mechanoids. They usually carry one primary ranged weapon, and their bodies are adorned with multiple knife-like protrusions to make them deadly in melee combat. They don't use cover. Best handled by concentrated, overwhelming force."|In-game description}}
 
 
 
Scythers, are fast moving and dangerous Mechanoids.
 
  
 
===Biology===
 
===Biology===
Scythers, although mechanical and not-very-human looking, are actually almost the same in structure as a typical human (minus the organs). However, they're clearly faster and more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This alone makes them very dangerous to fight against when under-armed.
+
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.
  
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.
+
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate. Scythers have the same "Shut Down" function as centipedes.
  
 
===Diet===
 
===Diet===
Line 115: Line 91:
  
 
===Combat===
 
===Combat===
Scythers are usually seen carrying their '''[[Charge Lance]]''' into battle, but are able to engage in melee.
+
Scythers are usually seen carrying their [[charge lance]] into battle, but are able to engage in melee.
{| {{STDT| sortable c_06 text-center}}
+
{| {{STDT| c_06 text-center}}
! Melee Attacks !! Damage Amount
+
! Melee Attacks !! Damage Amount !! Cooldown
 
|-
 
|-
![[Injury#Bludgeon|Bludgeon]]
+
![[Injury#Cut|Cut]]
 
| 24
 
| 24
|-
+
| 100
 
|}
 
|}
 +
 +
The name "Scythers" is derived from the vicious scythe-blades they wield as melee weapons, which are frighteningly effective at dismembering careless colonists that stray too close.
 +
 +
In fact, they have the highest melee DPS of any pawn in game, minus a colonist equipped with dual [[scyther blade]]s or a Masterwork/Legendary plasteel [[longsword]].
  
 
===Body Parts (Summary)===
 
===Body Parts (Summary)===
 
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
 
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.
  
*Note: Scythers have a health scale of '''1.5''' - meaning their parts have &times;1.5 the health of body parts listed in the files.
+
<!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &times;1.5 the health of body parts listed in the files.-->
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage" />  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
! Body Part Name !! Health (&times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)<ref name="coverage" />  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
 
|-
 
|-
 
! [[#Mechanical Thorax|Mechanical Thorax]]
 
! [[#Mechanical Thorax|Mechanical Thorax]]
| 60 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
+
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure
 
|-
 
|-
 
! [[#Mechanical Neck|Mechanical Neck]]
 
! [[#Mechanical Neck|Mechanical Neck]]
| 45 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure
+
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),<br/>connector of thorax and head || | Machine failure
 
|-
 
|-
 
! [[#Mechanical Head|Mechanical Head]]
 
! [[#Mechanical Head|Mechanical Head]]
| 45 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure
+
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure
 
|-
 
|-
 
! [[#Artificial Brain|Artificial Brain]]
 
! [[#Artificial Brain|Artificial Brain]]
| 45 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure
+
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure
 
|-
 
|-
 
! [[#Sensors|Sight Sensor]]
 
! [[#Sensors|Sight Sensor]]
| 15 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
+
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness
 
|-
 
|-
 
! [[#Sensors|Hearing Sensor]]
 
! [[#Sensors|Hearing Sensor]]
| 15 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
+
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness
 
|-
 
|-
 
! [[#Sensors|Smell Sensor]]
 
! [[#Sensors|Smell Sensor]]
| 15 || | 10  || | 1 || | 10% || | Head || | - || | -
+
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -
 
|-
 
|-
 
! [[#Arm|Arm]]
 
! [[#Arm|Arm]]
| 45 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)
+
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)
 
|-
 
|-
 
! [[#Hand|Hand]]
 
! [[#Hand|Hand]]
| 30 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability
+
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability
 
|-
 
|-
 
! [[#Fingers|Fingers]]
 
! [[#Fingers|Fingers]]
| 10.5 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)
+
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)
 
|-
 
|-
 
! [[#Leg|Leg]]
 
! [[#Leg|Leg]]
| 45 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move
+
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move
 
|-
 
|-
 
! [[#Foot|Foot]]
 
! [[#Foot|Foot]]
| 30 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability
+
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability
 
|-
 
|-
 
! [[#Toes|Toes]]
 
! [[#Toes|Toes]]
| 15 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
+
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
 
|}
 
|}
  
 
==Body Parts (Detailed)==
 
==Body Parts (Detailed)==
====Body Rings====
+
 
Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off (second ring connected to third, third connected to fourth, etc).
+
Modification bills are performed by colonists assigned to Crafting.
 +
 
 +
=== Artificial Brain ===
 +
 
 +
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing
 +
 
 +
 
 +
=== Blades ===
 +
 
 +
Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat.
 +
 
 +
=== Body Rings ===
 +
 
 +
Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off from there (second ring connected to third, third connected to fourth, etc).
  
 
Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).
 
Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).
  
====Artificial Brain====
 
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts.
 
  
====Sensors====
+
=== Sensors ===
 +
 
 
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
 
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.
  
 
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
 
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.
====Scyther Knife Protrusion====
 
Scyther Knife Protrusions can be surgically removed from a scyther if they're incapacitated.
 
  
They can then be installed into colonists as replacements for their fists, and do more damage than human fists. Only a little bit uncomfortable.
+
{{#show: Scyther Blade | ?Note}}
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 +
 +
==Trivia==
 +
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.

Revision as of 12:38, 14 March 2018

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

"Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them."

— RimWorld Universe Quick Primer[1]

Template:Clr

Centipede

Mechanoid Centipede

Biology

Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed or even disabled.

Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede. The only operation that can be performed on centipedes is the "Shut Down" function. This has no effect aside from shutting down Mechanoids that are already incapacitated. This operation can only be performed by a colonist that is assigned as a Repairer. This provides a helpful alternative to simply shooting incapacitated mechanoids, leaving your colonists free to help with the inevitable cleanup after a mechanoid raid.

Diet

Centipedes are machines, and machines don't need to eat - but they do need some source of power.

Currently, it is unknown what power source or other source of energy the Centipede uses.

Combat

Centipedes are mechanized heavy siege units, and as such are generally equipped with either a minigun, inferno cannon, or heavy charge blaster on semi-rare occasions, but are also able to engage in melee combat with colonists.

Melee Attacks Damage Amount Cooldown
Blunt 25 140

Their melee attack is the highest damaging melee attack in the game, not counting explosives or quality melee weapons such as high-quality longswords. Getting in close is not recommended, unless you absolutely have to interrupt their firing sequence to save vital assets from death or destruction. Even then, it is advised to wear the heaviest armor possible to block blunt-type damage.

Body Parts (Summary)

Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually incapacitate them).

  • Note: Centipedes have a health scale of 2.0 - meaning their parts have twice the health of body parts listed in the files.
Body Part Name Health (× Health Scale) Base Health Quantity Coverage (per part)[2] Group Function / Required for following System Effect if Destroyed/Removed
First Body Ring 200 100 1 ? Core Part Functioning in general Machine Failure
Mechanical Head 60 30 1 8.0% Head Houses Artificial Brain, Sensors Machine Failure
Artificial Brain 60 30 1 20% Inside Head Data processing Machine Failure
Sight Sensor 20 10 2 15% Head Sight Loss of sight/Blindness
Hearing Sensor 20 10 2 5.0% Head Hearing Loss of hearing/Deafness
Smell Sensor 20 10 1 10% Head - -
Second Body Ring 170 85 1 75% Inside first ring Moving, Manipulation Loss of moving/manipulation ability
Third Body Ring 140 70 1 80% Inside second ring Moving, Manipulation Loss of moving/manipulation ability
Fourth Body Ring 110 55 1 75% Inside third ring Moving, Manipulation Loss of moving/manipulation ability
Fifth Body Ring 80 40 1 66% Inside fourth ring Moving, Manipulation Loss of moving/manipulation ability
Sixth Body Ring 200 100 1 50% Inside fifth ring Moving, Manipulation Loss of moving/manipulation ability

Scyther

Mechanoid Scyther

Biology

Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.

They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate. Scythers have the same "Shut Down" function as centipedes.

Diet

Much like Centipedes, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.

Combat

Scythers are usually seen carrying their charge lance into battle, but are able to engage in melee.

Melee Attacks Damage Amount Cooldown
Cut 24 100

The name "Scythers" is derived from the vicious scythe-blades they wield as melee weapons, which are frighteningly effective at dismembering careless colonists that stray too close.

In fact, they have the highest melee DPS of any pawn in game, minus a colonist equipped with dual scyther blades or a Masterwork/Legendary plasteel longsword.

Body Parts (Summary)

Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.

Body Part Name Health (×1.5 Health Scale) Base Health Quantity Coverage (per part)[2] Group Function / Required for following System Effect if Destroyed/Removed
Mechanical Thorax 40 40 1 ? Core part Functioning in general Machine failure
Mechanical Neck 30 30 1 8.0% Top of Thorax Communication (vocal),
connector of thorax and head
Machine failure
Mechanical Head 30 30 1 75% Neck Houses Artificial Brain, Sensors Machine failure
Artificial Brain 30 30 1 15% Head Dataprocessing Machine failure
Sight Sensor 10 10 2 15% Head Sight Loss of sight/Blindness
Hearing Sensor 10 10 2 5.0% Head Hearing Loss of hearing/Deafness
Smell Sensor 10 10 1 10% Head - -
Arm 30 30 2 10% Thorax Manipulation Loss of manipulation ability/Unable to work (if both lost)
Hand 20 20 2 20% Arm Manipulation Loss of manipulation ability
Fingers 7 7 10 5.0% Hand Manipulation Loss of manipulation ability (minor)
Leg 30 30 2 10% Thorax Moving Unable to move
Foot 20 20 2 20% Leg Moving Loss of moving ability
Toes 10 10 10 5.0% Foot Moving Loss of moving ability (minor)

Body Parts (Detailed)

Modification bills are performed by colonists assigned to Crafting.

Artificial Brain

Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing


Blades

Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat.

Body Rings

Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off from there (second ring connected to third, third connected to fourth, etc).

Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).


Sensors

Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.

It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.


References

  1. Mechanoids - RimWorld Universe Quick Primer
  2. 2.0 2.1 Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.

Trivia

  • Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.