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{{Biotech}}
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{{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
| bandwidth = 1
 
 
| bodysize = 0.3
 
| bodysize = 0.3
 
| healthscale =  
 
| healthscale =  
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| hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details -->
 
| lifespan =  
 
| lifespan =  
| attack1dmg = 6
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| attack1dmg =  
| attack1type = Blunt
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| attack1type =  
| attack1cool = 2.6
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| attack1cool =  
| attack1part = Head
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| attack1part =  
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| attack1chancefactor =
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
 
<!-- Creation -->
 
<!-- Creation -->
| research = Basic mechtech
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| research = Standard mechtech
 
| production facility 1 = Mech gestator
 
| production facility 1 = Mech gestator
| gestation cycles = 1
 
 
| 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]].
 
== Acquisition ==
 
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
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 ==
 
== Summary ==
{{Stub|section=1|reason=Shred yield?}}
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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.
{{Mechanoid Summary}}
 
 
 
Dead cleansweepers 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 cleansweeper.
 
  
=== Combat ===
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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.
Cleansweepers can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
  
As a labor-focused mech, cleansweepers are never found in mechanoid [[raid]]s.
 
 
=== As an ally ===
 
 
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.
  
=== Work ===
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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.
Cleansweepers [[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.
 
  
 
== 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 utilize [[zone]]s to control where the cleansweeper cleans, forcing them to only clean high-importance areas (such as kitchens or hospitals), or limiting access to low-value areas (such as barns or hallways filled with spike traps). If multiple cleansweepers are used, it is generally not advisable to separate each cleansweeper into its own individual zones as this will allow rooms to get dirty while they're charging. Instead, at least two should overlap each area to ensure at least one mech is active and to prevent wasting uptime when one area is clean and the other is not. This is most important in rooms such as hospitals and kitchens where even short spikes in filth can cause significant issues. For other rooms, average cleanliness is an acceptable goal.  
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You may want to set a [[zone]] to control where the cleansweeper goes. Otherwise, it can waste its time cleaning outside.
  
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. Mech boosters will also help any [[fabricor]]s and [[paramedic]]s that work in these areas.
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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.
  
===Compared to humans===
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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.
A cleaner robot serves to take place of a human.
 
 
 
If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, a mech is 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.
 
 
 
An extra hand is also helpful after combat. If many of your colonists are injured, then there'll be many stacks of blood. Blood is dirty, lowering medical chances, and hurts colonist mood because it's ugly. In these situations, you likely won't have the manpower to clean everything up. Thus, cleansweepers can prevent mood and [[mental break]] spirals after a particularly damaging raid
 
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Mech_Light}}
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{{Animal Health Table}}
 
 
== Gallery ==
 
<gallery>
 
Cleansweeper east.png| Age 0-99 Cleansweeper facing east
 
Cleansweeper north.png| Age 0-99 Cleansweeper facing north
 
Cleansweeper south.png| Age 0-99 Cleansweeper facing south
 
</gallery><gallery>
 
CleansweeperAncient east.png| Age 100+ Cleansweeper facing east
 
CleansweeperAncient north.png| Age 100+ Cleansweeper facing north
 
CleansweeperAncient south.png| Age 100+ Cleansweeper facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3534|1.4.3534]] - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - > Basic mechtech. Recipe changed from {{icon small|standard subcore||1}} + {{icon small|steel||100}} ->  {{icon small|basic subcore||1}} + {{icon small|steel||50}}
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* [[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]]

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