Difference between revisions of "Field hand"

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{{Royalty}}
 
{{Royalty}}
{{infobox main|
+
{{Infobox main
 
| name = Field hand
 
| name = Field hand
| image = Health item prosthetic.png|Field hand
+
| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Industrial
 
| description = This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
 
| description = This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
 
| class =  
 
| class =  
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
| meleeattack1type = Punch
+
| meleeattack1type = Blunt
 
| meleeattack1part = Knuckle
 
| meleeattack1part = Knuckle
 
| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 13
 
| meleeattack1ap = 13
 +
| body part = Hand
 
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 13
 
| MeleeWeaponAverageAP = 13
 
| mode = Melee
 
| mode = Melee
 +
| production facility 1 = Machining table
 +
| research = Specialized limbs
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 5
 
| skill 1 level = 5
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| max hit points base = 50
 
| max hit points base = 50
 
| tradeTags = ImplantEmpireCommon
 
| tradeTags = ImplantEmpireCommon
| techHediffsTags = ImplantEmpireCommon
+
| techHediffsTags = ImplantEmpireCommon, FieldHand
 
| thingSetMakerTags = RewardStandardLowFreq
 
| thingSetMakerTags = RewardStandardLowFreq
 
}}
 
}}
The '''Field Hand''' gives a pawn that's been implanted with it an increased [[Plant Work Speed|Plant work speed]] by 160% but inflicts -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.
 
 
This is a hand replacement, and cannot be installed in a [[bionic arm|bionic]] or [[archotech arm]].
 
  
 
== Acquisition ==
 
== Acquisition ==
Drill arm 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.
+
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.
  
 
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.
 
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.
  
== Analysis==
+
The pawns that populate Farming [[work site]]s owned by an Outlander or [[Pirate]] factions, including minor factions, very commonly spawn with field hands.
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.
+
 
 +
== Summary ==
 +
===Body part===
 +
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.
 +
 
 +
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]].
 +
 
 +
===Other effects===
 +
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.
 +
 
 +
=== Combat ===
 +
A field arm replaces the natural "Fist" attack of the replaced hand.
 +
 
 +
<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 ===
 +
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.
  
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:
+
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.
(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.
 
  
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.
  
== Combat ==
+
== 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).
  
Its attacks have 13% AP and 4.50 DPS.
+
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.
  
== Version History==
+
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.
Introduced in Royalty's initial release.  
 
  
Prior to version 1.1.2565 it had no movement penalty, a 50% part efficiency, and provided a 180% boost.
+
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]].
  
{{nav|body parts|wide}}
+
== Version history ==
 +
* [[Royalty DLC]] initial release - 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.
  
[[Category:Royalty]]
+
{{Nav|body parts|wide}}
[[Category:Medical Item]]
+
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
[[Category:Body Part]]
 

Latest revision as of 12:18, 21 March 2024

Field hand

Field hand

This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
425 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Knuckle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Body Part
Hand
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 60 + Component 8
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
ImplantEmpireCommon, FieldHand
tradeTags
ImplantEmpireCommon


The field hand is an artificial body part that provides both the functionality of a normal hand, while also increasing Plant work speed by 160% and inflicting a -8% Moving penalty.

Acquisition[edit]

Field hands can be made at a machining table once Specialized Limbs has been researched. Crafting one requires Steel 60 Steel, Component 8 Components, 15,000 ticks (4.17 mins) of work and a crafting skill of 5.

They can also be bought from Outlanders and Empire settlements.

The pawns that populate Farming work sites owned by an Outlander or Pirate factions, including minor factions, very commonly spawn with field hands.

Summary[edit]

Body part[edit]

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.

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.

Other effects[edit]

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: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a penalty to melee dodge chance equivalent to an losing −1.44 levels of Melee skill per arm replaced.

Combat[edit]

A field arm replaces the natural "Fist" attack of the replaced hand.

  • Name Damage DPS AP Damage Type
    Heart Human Fist 8.2 4.1 12% Blunt
    Field hand Field hand 9 4.5 13% Blunt
  • Installation[edit]

    Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 4.

    Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

    If the operation fails, the part will be destroyed.

    Analysis[edit]

    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 drugs, 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; since the field hand is so efficient, the workload of rice is easily managed.

    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 legs.

    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.

    Version history[edit]

    • Royalty DLC initial release - Added
    • 1.1.2565 - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.