Agrihand

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Agrihand

Agrihand

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.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Apparel

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Bandwidth
1
Move Speed
3.4 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Right blade
8 dmg (Cut)
12 % AP
2 second cooldown
Attack 2
Right blade
8 dmg (Stab)
12 % AP
2 second cooldown
Average DPS
2.48

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Resources to make
Steel 50 + Basic subcore 1

A agrihand is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, every agrihand is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Work

Agrihands are light mechanoids. Mechs in general count as a partial pawn in terms of raid points, and still contribute towards wealth.

They are created from a standard mech gestator with Steel 50 Steel, Basic subcore 1 Basic subcore, 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 agrihand can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

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 wastepacks whenever the recharger's waste is filled up.

Agrihands will automatically perform tasks under the Grow and Plant Cut work types; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, resulting in Plant Harvest Yield of 102% however their Plant Work Speed is capped at 40%.

Analysis

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, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of additional crops.

Agrihands are useful if pawn time, or pawns with enough skill, are limited. In other words: useful if you need to grow more crops. If grow area is limited, then using a human with >10 skill will maximize the return off the finite space. Ideally, you could use both planters and agrihands when sowing crops, and have the mechs enter dormancy during the harvest. You can set a zone for agrihands if you need a specific area sowed or cut.

As mechanoids are immune to toxicity, agrihands are especially helpful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.

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An agrihand's harvest yield, both per plant and per day, can be outstripped by skilled human growers. Humans can become even more efficient if they are equipped with field handsContent added by the Royalty DLC, have the Plants specialist roleContent added by the Ideology DLC, and for drugs, the Drug Use:Essential preceptContent added by the Ideology DLC.

There's nothing stopping you from using both human and mech labor, or using mechs so that a human grower has more time for other tasks. But other than the pollution cost, mechs may create too too much yield, too much to actually use.

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