Difference between revisions of "Constructoid"

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| research = Basic mechtech
 
| research = Basic mechtech
 
| production facility 1 = Mech gestator
 
| production facility 1 = Mech gestator
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| gestation cycles = 1
 
| 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]].
 
A '''constructoid''' is a [[mechanoid]] added by the [[Biotech DLC]].
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== Acquisition ==
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{{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]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
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Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
 
== Summary ==
 
== Summary ==
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As a labor-focused mech, constructoids are never found in mechanoid [[raid]]s.
 
As a labor-focused mech, constructoids are never found in mechanoid [[raid]]s.
  
== As an ally ==
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=== As an ally ===
Constructoids are light mechanoids. 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 cycle. Mechanoids can be fully repaired at the cost of power and nothing else. A dead constructoid can be resurrected for {{icon small|steel}} 25 [[steel]] and 1 gestation cycle so long as the corpse is extant.
 
 
 
 
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.
  

Revision as of 12:44, 26 April 2023

Constructoid

Constructoid

A small mechanoid designed to perform construction tasks. It can perform blunt melee attacks 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
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Torso
15 dmg (Blunt)
22 % AP
2.9 second cooldown
Average DPS
3.21

Creation

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

A constructoid is a mechanoid added by the Biotech DLC.

Acquisition

Constructoids can be gestated by a mechanitor at a Mech gestator once the Basic mechtech research project has been completed. They require Steel 50 Steel, Basic subcore 1 Basic subcore and 1 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 1 bandwidth from their linked mechanitor.

Dead, friendly constructoids can also be resurrected at the mech gestator using the "Resurrect heavy mechanoid" bill. This requires the corpse of the friendly Constructoid, Steel 100 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary

As mechanoids, every constructoid 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).

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.

As a labor-focused mech, constructoids are never found in mechanoid raids.

As an ally

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 wastepacks whenever the recharger's waste is filled up.

Work

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. However, they have a base Construction Speed set to 50%, and a further Global Work Speed modifier of 50%. This results in a Construction Speed stat of 25%, which is 21% as fast as a human of the same skill.

Constructoids will also move items and cut plants to start working on a blueprint, however they have an effective plants skill of 0 and move at 3.4 c/s, 26% slower than a human.

Analysis

Due to the construction speed of 25%, constructoids are inferior to a pawn skilled in construction. 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 walls and floors. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like armchairs), should still be left for skilled humans. In order to control where they build, you can set a zone for them.

Once you've built your entire base, you can put constructoids to work by producing constant spike traps. 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 tilesContent added by the Royalty DLC. 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

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery

Version history

  • Biotech DLC Release - Added.
  • 1.4.3555 - No longer wields a Slugthrower. Previous description: "A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary."