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Mechanoids are machines. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], [[toxic buildup]], and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes. | Mechanoids are machines. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], [[toxic buildup]], and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes. | ||
− | Enemy mechanoids will | + | Enemy mechanoids will die if they are [[downed]] for any reason. |
===Mechanoid Hive=== | ===Mechanoid Hive=== | ||
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In the [[Biotech DLC]]{{BiotechIcon}}, many more mechanoid types are added. You can create friendly mechanoids by [[mechanoid creation#Acquisition|gestating]] them. A [[mechanitor]] with enough [[bandwidth]] is required to both create them, and keep mechs from going feral. The Biotech DLC must be active for you to create mechanoids. | In the [[Biotech DLC]]{{BiotechIcon}}, many more mechanoid types are added. You can create friendly mechanoids by [[mechanoid creation#Acquisition|gestating]] them. A [[mechanitor]] with enough [[bandwidth]] is required to both create them, and keep mechs from going feral. The Biotech DLC must be active for you to create mechanoids. | ||
− | These gestated variants require [[power]] and have to be recharged, which creates [[Pollution]]. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a [[corpse]], friendly mechanoids can be | + | These gestated variants require [[power]] and have to be recharged, which creates [[Pollution]]. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a [[corpse]], friendly mechanoids can be ressurected for a [[steel]] cost. |
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== Mechanoid Types == | == Mechanoid Types == | ||
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{{Biotech|section=1}} | {{Biotech|section=1}} | ||
{{List|Biotech|query=[[Type::Mechanoid]]|sort=name}} | {{List|Biotech|query=[[Type::Mechanoid]]|sort=name}} | ||
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== Trivia == | == Trivia == | ||
− | * Although all mechanoid-only weapons are 'Spacer' in terms of tech level | + | * 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'. |
* All mechanoids have a 'clean' and an 'ancient' version. A mechanoid will turn ancient after 100 biological years, going from having a white hue to a faded light green hue, but the difference is purely cosmetic. | * All mechanoids have a 'clean' and an 'ancient' version. A mechanoid will turn ancient after 100 biological years, going from having a white hue to a faded light green hue, but the difference is purely cosmetic. | ||
== Version history == | == Version history == | ||
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added. | * [[Version/0.4.460|0.4.460]] - Mechanoid raids added. | ||
− | + | * [[Biotech DLC]] - Added many more mechanoids, the ability to create mechanoids, and mechanitor | |
− | * [[Biotech DLC]] - Added many more mechanoids, the ability to create mechanoids, and | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Creatures]] | [[Category:Creatures]] |