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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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}} | }} | ||
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 == | ||
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{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
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=== Combat === | === Combat === | ||
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As a labor-focused mech, cleansweepers are never found in mechanoid [[raid]]s. | As a labor-focused mech, cleansweepers are never found in mechanoid [[raid]]s. | ||
− | + | ==As an ally== | |
+ | Cleansweepers are light mechanoids which require the [[Research#Basic Mechtech|Basic Mechtech]] research. They are created from a standard [[mech gestator]] with {{Required Resources}}, taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 1 [[gestation cycle]]. Mechanoids can be fully repaired at the cost of power and nothing else. A dead cleansweeper can be resurrected 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: 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 === | + | ===Work=== |
− | + | 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. | |
== Analysis == | == Analysis == | ||
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A cleaner robot serves to take place of a human. | 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, | + | 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, 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. |
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 | 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 == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
== Gallery == | == Gallery == |