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| healthscale =  
 
| healthscale =  
 
| lifespan = 2500
 
| lifespan = 2500
| attack1dmg = 10
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| attack1dmg = 15
 
| attack1type = Blunt
 
| attack1type = Blunt
 
| attack1cool = 2.9
 
| attack1cool = 2.9
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| resource 2 amount = 1
 
| resource 2 amount = 1
 
}}
 
}}
A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]] that is capable of constructing and repairing buildings.
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A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]].
  
 
== Acquisition ==
 
== Acquisition ==
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Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
== Summary ==  
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== Summary ==
 
{{Mechanoid Summary}}
 
{{Mechanoid Summary}}
 
Dead constructoids may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the constructoid.
 
  
 
=== Combat ===
 
=== Combat ===
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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.
 
If a building has a quality level, but requires a substantial amount of work to build, you can save time by having a constructoid work on it while your skilled builders do other things (such as sleep or build other furniture). When the building is near completion, simply manually order the builder to work on the furniture, or forbid it until a builder is available. As a building's quality is determined only by the skill level of the last builder to work on it, this can save a substantial amount of time, especially when working on buildings that may take over a day to build (such as a stone [[grand meditation throne]]{{RoyaltyIcon}}) by allowing work to continue uninterrupted.
 
  
 
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 ==
===Body Parts (Summary)===
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{{Stub|section=1|reason=Infobox missing health scale, template missing body type.}}
{{Animal Health Table|Mech_Light}}
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Specify body type when known.
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{{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.''"
* [[Version/1.4.3901]] or prior - Melee attack damage reduced from 15 to 10.
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{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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