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− | {{Biotech}} | + | {{Biotech}}{{Stub}} |
{{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}} | {{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}} | ||
{{infobox main|none| | {{infobox main|none| | ||
| name = Agrihand | | name = Agrihand | ||
− | | image = | + | | image = |
| description = A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary. | | description = A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary. | ||
| type = Mechanoid | | type = Mechanoid | ||
− | | movespeed = | + | | movespeed = |
− | | flammability = | + | | flammability = |
− | | marketvalue = | + | | marketvalue = |
− | | armorblunt = | + | | armorblunt = |
− | | armorsharp = | + | | armorsharp = |
− | | armorheat = | + | | armorheat = |
− | | min comfortable temperature = | + | | min comfortable temperature = |
− | | max comfortable temperature = | + | | max comfortable temperature = |
− | + | | bodysize = | |
− | | bodysize = | ||
| healthscale = | | healthscale = | ||
+ | | hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --> | ||
| lifespan = | | lifespan = | ||
− | | attack1dmg = | + | | attack1dmg = |
− | | attack1type = | + | | attack1type = |
− | | attack1cool = | + | | attack1cool = |
− | | attack1part = | + | | attack1part = |
− | | | + | | attack5chancefactor = |
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| page verified for version = 1.4.3525 | | page verified for version = 1.4.3525 | ||
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}} | }} | ||
− | A '''agrihand''' is a | + | A '''agrihand''' is a mechanoid added by the [[Biotech DLC]]. |
− | == | + | == Summary == |
− | + | Agrihands are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | |
− | + | As mechanoids, they do not need to eat, sleep, or recreate, and are immune to toxic buildup, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Agrihands can do a small amount of melee damage for defense. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | |
− | + | Agrihands will do tasks under the Grow and Cut Plants tabs; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, but a [[Plant Work Speed]] of 40%. | |
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− | Agrihands will | ||
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== Analysis == | == Analysis == | ||
− | Agrihands are | + | Agrihands are fairly simple, increasing the number of crops you can grow and harvest at any one time. They can grow any crop available without mods. Stuck at 10 Plants skill, Agrihands are worse than skilled colonists at harvesting (and better than unskilled ones). However, they simply allow you to grow more crops, which means more yield overall. |
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− | + | As mechanoids are immune to toxicity, Agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place. | |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | {{nav|mechanoid | + | {{nav|mechanoid}} |
[[Category:Mechanoids]] | [[Category:Mechanoids]] |