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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| | ||
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| min comfortable temperature = -100 | | min comfortable temperature = -100 | ||
| max comfortable temperature = 250 | | max comfortable temperature = 250 | ||
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| bodysize = 0.7 | | bodysize = 0.7 | ||
| 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 [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
− | == | + | == Summary == |
− | + | As mechanoids, agrihands are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | |
− | + | {{PAGENAME}}s 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 take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead agrihand can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | |
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Mechs under player control require power: agrihands 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 [[wastepack]]s whenever the recharger's waste is filled up. | Mechs under player control require power: agrihands 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 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | + | 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%. | |
− | 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. With 10 plants skill, they can grow any crop available in the unmodded game, though are marginally worse than skilled colonists at harvesting (and better than unskilled ones). But as a 24/7 worker, they can allow your colony to grow and harvest more tiles of crops in less time, easily negating the marginal loss from harvest. You can set a [[zone]] for agrihands if you need a specific area sowed or cut. |
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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 == |