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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 '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]] that is capable of constructing and repairing buildings. | A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]] that is capable of constructing and repairing buildings. | ||
− | + | == Summary == | |
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− | == Summary == | ||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | + | ===Work=== | |
− | + | Constructoids are light mechanoids. Mechs in general count as a partial pawn in terms of [[raid points]], and still contribute towards wealth. | |
− | === | ||
− | Constructoids | ||
− | + | 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 constructoid 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: constructoids 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: constructoids 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. | ||
− | + | Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10, but a [[Construction Speed]] of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 cells/s, which is slower than a human. | |
− | Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10 | ||
− | Constructoids | + | ===Combat=== |
+ | Constructoids can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. | ||
== Analysis == | == Analysis == | ||
− | Due to the construction speed of 25%, constructoids are inferior to a | + | Due to the construction speed of 25%, constructoids are inferior to a skilled in construction pawn. However, they have the advantages of being a mech, without the need for food, recreation, or rest, and being able to be built en-masse. |
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. | ||
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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 == | ||
− | == | + | {{Stub|section=1|reason=Infobox missing health scale, template missing body type.}} |
− | {{Animal Health Table | + | Specify body type when known. |
+ | {{Animal Health Table}} | ||
== Gallery == | == Gallery == |