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{{Royalty}}
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{{Royalty}}{{Rewrite|reason=Format standarizations - Summary/Analysis split}}
{{Infobox main
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{{infobox main|
 
| name = Field hand
 
| name = Field hand
| image = Health item prosthetic.png
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| image = Health item prosthetic.png|Field hand
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
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| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 13
 
| meleeattack1ap = 13
| body part = Hand
 
 
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 13
 
| MeleeWeaponAverageAP = 13
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}}
 
}}
 
The '''field hand''' is an [[artificial body part]] that provides both the functionality of a normal hand, while also increasing [[Plant Work Speed|Plant work speed]] by 160% and inflicting a -8% [[Moving]] penalty.
 
The '''field hand''' is an [[artificial body part]] that provides both the functionality of a normal hand, while also increasing [[Plant Work Speed|Plant work speed]] by 160% and inflicting a -8% [[Moving]] penalty.
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This is a hand replacement, and cannot be installed in a [[bionic arm|bionic]] or [[archotech arm]].
  
 
== Acquisition ==
 
== Acquisition ==
Field hands can be made at a [[machining table]] once [[Research#Specialized limbs|Specialized Limbs]] has been researched. Crafting one requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work and a [[crafting]] skill of 5.
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Field hands can be made at a [[machining table]] once [[Research#Specialized limbs|Specialized Limbs]] has been researched. Crafting one requires {{Required Resources}}s, {{ticks|{{P|Work To Make}}}} of work and a [[crafting]] skill of 5.
  
 
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.
 
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.
 
The pawns that populate Farming [[work site]]s owned by an Outlander or [[Pirate]] factions, including minor factions, very commonly spawn with field hands.
 
  
 
== Summary ==
 
== Summary ==
===Body part===
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{{stub|section=1}}
Field hands replace the user's organic hand. They are universal and can be installed on either the left or right. This is a hand replacement, and cannot be installed on an artificial or missing arm.
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Summary stuff goes here
  
The field hand acts as a fully functional hand, providing '''100%''' [[Manipulation]]. This fully replaces the functionality of a regular arm, but with no enhancement. Manipulation, in turn, affects a great many stats. For a full list of stats, see [[Manipulation]].
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===Installation===
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{{stub|section=1}}
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Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
===Other effects===
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Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
Each field hand installed gives {{+|160%}} [[Plant Work Speed]]. Note that this is an offset to the base value of the stat, which is then multiplied by factors like [[Global Work Speed]] and [[Manipulation]]. This means that the final value can be significantly higher. The effect of multiple field hands will stack.
 
  
Each field hand also inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a penalty to [[melee dodge chance]] equivalent to an losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per arm replaced.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
=== Combat ===
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== Analysis ==
A field arm replaces the natural "Fist" attack of the replaced hand.
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{{stub|section=1|reason=Needs proper mathematical analysis of effects, inc. an eqn for plant works peed with the correct order of operations to allow proper comparison with increased manipulation. See also [[Plant Work Speed]]}}
 
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It's a niche hand replacement that is good for pawns that spend most of their time growing. The effect is especially potent for pawns with [[traits]] that modify global work speed, as the +160% bonus is added '''before''' multiplicative modifiers.
<div><li style="display: inline-table;">
 
{| {{STDT|sortable c_06 text-center}}
 
! colspan="2" | Name !! Damage !! DPS !! AP !! Damage Type
 
|-
 
! {{Icon Small|Heart|32}}
 
! style='text-align: left !important;'| Human Fist
 
| {{Q|Human|Attack 1 Damage}}
 
| {{Q|Human|Attack 1 DPS}}
 
| {{Q|Human|Attack 1 AP}}%
 
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]
 
|-
 
! {{Icon Small|{{PAGENAME}}|32}}
 
! {{PAGENAME}}
 
| {{P|Attack 1 Damage}}
 
| {{P|MeleeDPS}}
 
| {{P|Attack 1 AP}}%
 
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]
 
|}
 
</li></div>
 
  
=== Installation ===
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Example: a healthy pawn with a plants [[skills|skill]] of 12 (x146%), a single field hand(+160%), a combination of very neurotic and industrious traits (x(40+35)%) in a lit environment will have:
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
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(100% + 160%) x 146% x 175% = 664% plant work speed. This makes sowing and harvesting crops and trees very fast, while adding a second field hand results in a whopping (100% + 320%) x 146% x 175% = 1073% plant work speed, making work on simple crops like rice or grass cutting almost instant. Tree sowing and harvesting will take roughly the same amount of time that it would take an average worker to sow rice. Installing two field hands on a single pawn is quite an overkill, unless one  needs a large amount of plant work done quickly for some reason.
  
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
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The [[drill arm]], a mining-oriented counterpart, has the same behaviour in terms of bonus speed calculation.
  
If the operation fails, the part will be destroyed.
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Unless replacing a missing or [[wooden hand]], the field hand does not improve [[manipulation]] and thus has no effect on [[Plant Harvest Yield]].  A colonist with a [[bionic arm]], by comparison, will spend more time per plant but generate slightly more output with each harvest.
 
 
== Analysis ==
 
Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works ''faster'' than a Plants 20 pawn. While the field hand disables the use of a work-enhancing [[bionic arm]] or [[archotech arm]], if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase [[Plant Harvest Yield]], so your Plants 0 pawn will not get much per harvest).
 
  
Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like [[drug]]s, [[cloth]], and [[devilstrand]]. Even on the [[sea ice]], (successful) colonies will eventually reach [[hydroponics]] and be able to farm. You may want to consider planting [[rice plant|rice]]; since the field hand is ''so'' efficient, the workload of rice is easily managed.
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The [[moving]] penalty predominately slows [[move speed]] but also decreases [[melee dodge chance]] and [[hunting stealth]]. Note that move speed calculation applies penalties from armor before the scaling to moving capacity - so while an otherwise unencumbered dual-field handed pawn will be 0.74c/s slower than a regular unencumbered pawn, the field handed pawn in [[cataphract armor]] will only be 0.61c/s slower than an cataphract-suited unmodified pawn. That is, the qualitative 16% reduction in move speed is maintained, so the larger the move speed penalty, the closer modified and unmodified pawns become quantitatively.
  
This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that [[kiting]] tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's [[melee dodge chance]]. This can be eventually compensated, partially, by using [[bionic leg]]s.
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== Combat ==
  
Field hands can also be used to replace a missing hand. Compared to the [[wooden hand]], the field hand offers {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]].
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Its attacks have 13% AP and 4.50 DPS.
  
 
== Version history ==
 
== Version history ==
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* [[Version/1.1.2565|1.1.2565]] - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.
 
* [[Version/1.1.2565|1.1.2565]] - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.
  
{{Nav|body parts|wide}}
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{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]

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