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| healthscale = | | healthscale = | ||
| lifespan = 2500 | | lifespan = 2500 | ||
− | | attack1dmg = | + | | attack1dmg = 15 |
| attack1type = Blunt | | attack1type = Blunt | ||
| attack1cool = 2.9 | | attack1cool = 2.9 | ||
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| research = Basic mechtech | | research = Basic mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 50 | | resource 1 amount = 50 | ||
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| resource 2 amount = 1 | | resource 2 amount = 1 | ||
}} | }} | ||
− | A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]] | + | A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]]. |
− | + | == Summary == | |
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− | == Summary == | ||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
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=== Combat === | === Combat === | ||
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As a labor-focused mech, constructoids are never found in mechanoid [[raid]]s. | As a labor-focused mech, constructoids are never found in mechanoid [[raid]]s. | ||
− | + | == As an ally == | |
+ | Constructoids are light mechanoids. They are created from a standard [[mech gestator]] with {{Required Resources}}, taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle. Mechanoids can be fully repaired at the cost of power and nothing else. A dead constructoid can be resurected for {{icon small|steel}} 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | ||
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Mechs under player control require power: constructoids 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: constructoids 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. | ||
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Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10. However, they have a base [[Construction Speed]] ''set'' to 50%, and a further [[Global Work Speed]] modifier of 50%. This results in a Construction Speed stat of 25%, which is {{%|25/117.5 round 2}} as fast as a human of the same skill. | Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10. However, they have a base [[Construction Speed]] ''set'' to 50%, and a further [[Global Work Speed]] modifier of 50%. This results in a Construction Speed stat of 25%, which is {{%|25/117.5 round 2}} as fast as a human of the same skill. | ||
− | Constructoids will also move items and cut plants to start working on a blueprint, | + | Constructoids will also move items and cut plants to start working on a blueprint, moving at 3.4 {{CS}}, which is slower than a human. |
== Analysis == | == Analysis == | ||
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With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's [[Construct Success Chance]] will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without [[quality]], such as [[wall]]s and [[floor]]s. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like [[armchair]]s), should still be left for skilled humans. In order to control where they build, you can set a [[zone]] for them. | With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's [[Construct Success Chance]] will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without [[quality]], such as [[wall]]s and [[floor]]s. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like [[armchair]]s), should still be left for skilled humans. In order to control where they build, you can set a [[zone]] for them. | ||
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Once you've built your entire base, you can put constructoids to work by producing constant [[spike trap]]s. As time isn't an issue, you can have these traps made out of stone. You can also use mech labor to build other labor-intensive structures, such as [[fine stone tile]]s{{RoyaltyIcon}}. Ideally, you should turn your colonist's construction priority down, so that you can keep constructoids in work. Alternatively, you can disassemble the constructoid - you'll get the [[basic subcore]] and some steel back. | Once you've built your entire base, you can put constructoids to work by producing constant [[spike trap]]s. As time isn't an issue, you can have these traps made out of stone. You can also use mech labor to build other labor-intensive structures, such as [[fine stone tile]]s{{RoyaltyIcon}}. Ideally, you should turn your colonist's construction priority down, so that you can keep constructoids in work. Alternatively, you can disassemble the constructoid - you'll get the [[basic subcore]] and some steel back. | ||
== Health == | == Health == | ||
− | == | + | {{Stub|section=1|reason=Infobox missing health scale, template missing body type.}} |
− | {{Animal Health Table | + | Specify body type when known. |
+ | {{Animal Health Table}} | ||
== Gallery == | == Gallery == | ||
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* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
* [[Version/1.4.3555|1.4.3555]] - No longer wields a [[Slugthrower]]. Previous description: "''A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary.''" | * [[Version/1.4.3555|1.4.3555]] - No longer wields a [[Slugthrower]]. Previous description: "''A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary.''" | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |