Difference between revisions of "Mech node"

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{{Royalty}}
 
{{Royalty}}
 
{{infobox main|building|
 
{{infobox main|building|
|name = Mech node
+
| name = Mech node
|image = Gloomlight.png|Mech node
+
| image = Gloomlight.png|Mech node
|description = A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
+
| description = A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
|type = Building
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| type = Building
|type2 = Mechanoid cluster
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| type2 = Mechanoid cluster
|placeable = true
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| placeable = true
|path cost = 30
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| path cost = 30
|passability = pass through only
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| passability = pass through only
|blockswind = true
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| blockswind = true
|cover = 1
+
| cover = 1
|minifiable = true
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| minifiable = true
|size = 1 ˣ 1
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| size = 1 ˣ 1
|mass base = 9
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| mass base = 9
|flammability = 0
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| flammability = 0
|hp = 50
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| hp = 50
|sell price multiplier = 0.7
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| sell price multiplier = 0.7
|beauty = -20
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| beauty = -20
|glowradius = 3
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| glowradius = 3
|glowcolor = (216, 219, 67)
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| glowcolor = (216, 219, 67)
|marketvalue = 200
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| marketvalue = 200
|thingCategories = BuildingsSpecial
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| thingCategories = BuildingsSpecial
|deconstruct yield = {{Icon small|Plasteel}} 22 + {{Icon small|Component}} 1
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| deconstruct yield = {{Icon small|Plasteel}} 22 + {{Icon small|Component}} 1
|destroyyield = nothing
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| destroyyield = nothing
 
}}
 
}}
 
{{Info|A '''Mech nodes''' can be claimed from a [[mech cluster]] once it is defeated, assuming it is not damaged in the fight.}}
 
{{Info|A '''Mech nodes''' can be claimed from a [[mech cluster]] once it is defeated, assuming it is not damaged in the fight.}}
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Mech nodes can be deconstructed for {{Icon small|Plasteel}} 22 [[plasteel]] and {{Icon small|Component}} 1 [[component]]. It cannot be sold.{{Check Tag|Verify}}
 
Mech nodes can be deconstructed for {{Icon small|Plasteel}} 22 [[plasteel]] and {{Icon small|Component}} 1 [[component]]. It cannot be sold.{{Check Tag|Verify}}
 +
 +
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]], but will take the 10 flame damage from the initial attack.
  
 
== Analysis ==
 
== Analysis ==
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Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel [[barricade]] has more health. You can use them to lure [[raider]]s into (poor) cover, but [[stool]]s are easier to build. They can provide emergency light for surgeries during a [[solar flare]], but a [[torch lamp]] is easier to make, if [[wood]] is available at all.
 
Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel [[barricade]] has more health. You can use them to lure [[raider]]s into (poor) cover, but [[stool]]s are easier to build. They can provide emergency light for surgeries during a [[solar flare]], but a [[torch lamp]] is easier to make, if [[wood]] is available at all.
  
== Trivia ==
+
There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, [[EMI dynamo|EMI]] and [[solar flare]]s and with [[light]] being vital for surgical success.  
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]], but will take the 10 flame damage from the initial attack.
 
  
 
== Version history ==
 
== Version history ==

Revision as of 11:25, 30 November 2022

Mech node

Mech node

A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.

Base Stats

Type
BuildingMechanoid cluster
Market Value
200 Silver
Mass
9 kg
Beauty
-20
HP
50
Flammability
0%
Path Cost
30

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
75%
Blocks Wind
True
Light Radius
1.65

Creation

Deconstruct yield
Plasteel 22 + Component 1
Destroy yield
nothing
Technical
thingCategories
BuildingsSpecial


A Mech nodes can be claimed from a mech cluster once it is defeated, assuming it is not damaged in the fight.

Acquisition

Mech nodes can be claimed from a mechanoid cluster once it is defeated. Simply claim and uninstall it.

Summary

A mech node provides 50% light to tiles directly adjacent, and no further. It also provides a small amount of cover. It has a beauty value of -20, so is very ugly to look at.

Mech nodes can be deconstructed for Plasteel 22 plasteel and Component 1 component. It cannot be sold.[Verify]

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails, but will take the 10 flame damage from the initial attack.

Analysis

Mech nodes are a reward for not destroying everything in a mech cluster. If they are preserved, nodes can be deconstructed for a decent amount of resources. Whenever this is worth mostly depends on whenever it is possible to destroy the mech cluster without causing a massive explosion. This itself depends on cluster arrangement and your colony's combat prowess.

Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel barricade has more health. You can use them to lure raiders into (poor) cover, but stools are easier to build. They can provide emergency light for surgeries during a solar flare, but a torch lamp is easier to make, if wood is available at all.

There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, EMI and solar flares and with light being vital for surgical success.

Version history

  • 1.2.2719 - Added.
  • 1.3.? - Renamed from Gloomlight to Mech node, possibly to avoid confusion with darktorches. Description changed from "A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"