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− | {{Biotech}} | + | {{Biotech}}{{Stub}} |
{{infobox main|none| | {{infobox main|none| | ||
| name = Cleansweeper | | name = Cleansweeper | ||
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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 = 0.3 | | bodysize = 0.3 | ||
| 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 = |
+ | | attack1chancefactor = | ||
| page verified for version = 1.4.3525 | | page verified for version = 1.4.3525 | ||
<!-- Creation --> | <!-- Creation --> | ||
− | | research = | + | | research = Standard 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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}} | }} | ||
A '''cleansweeper''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''cleansweeper''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
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== Summary == | == Summary == | ||
− | + | As mechanoids, cleansweepers 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. | |
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− | + | {{PAGENAME}}s are light mechanoids, and require the [[Research#Basic Mechtech|Basic Mechtech]]. 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 cleansweeper 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: cleansweepers 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: cleansweepers 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. | ||
− | + | Cleanswepers [[clean]], at 50% of a base human's speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated [[home area]]. They also move slower than a human, at 3.4 cells/s. | |
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== Analysis == | == Analysis == | ||
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. | Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is [[beauty|ugly]] to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's [[mood]], a dedicated cleaner really helps with making your pawns happy. In addition, dirty [[cooking]] areas can cause [[food poisoning]], and treating wounds in a dirty room makes [[infection]] more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base. | ||
− | You may want to | + | You may want to set a [[zone]] to control where the cleansweeper goes. Otherwise, it can waste its time cleaning outside. |
− | + | Note that a cleaner robot really serves to take place of a human, so if you have an excess of human labor, then the mech might be redundant (though this could also mean you haven't assigned enough tasks). Conversely, they are most valuable when colonists are in short supply, such as in [[Scenario_system#The_Mechanitor|The Mechanitor]] start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by [[corpse]]s, for example. | |
− | + | Consider installing a [[mech booster]] in areas likely to see high areas of filth to improve how quickly Cleansweepers are able to function. Kitchens and hospitals make good candidate locations. | |
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | * [[Version/1.4.3534|1.4.3534]] - Cleansweepers are now basic mechs | + | * [[Version/1.4.3534|1.4.3534]] - Cleansweepers are now basic mechs; previously, they required Standard Mechtech to create. |
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |