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{{Biotech}}{{Merge| destination = Mechanitor | reason = Significant overlap, search optimisation}}
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{{Biotech}}{{move | destination = Friendly Mechanoids | reason = Since this article is currently more of an overview of friendly mechs and not just their gestation, the page should be renamed}}
 
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''
 
''For the enemy structure that creates mechanoids in the [[Royalty DLC]], see [[Mech assembler]].''
  
 
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].
 
With the release of the [[Biotech DLC]], '''mechanoids''' may be built, gestated, and controlled by a colony - specifically, by a [[mechanitor]].
  
== Acquisition ==
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==Acquisition==
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechanitor in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.
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{{Stub|section=1|reason=Add section on gestation cycles}}
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[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first.
  
 
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
 
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
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=== Gestation cycles ===
 
=== Gestation cycles ===
{{Stub|section=1|reason= Initiating time modified by anything? What happens if the mechanitor dies mid cycle?}}
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Each gestation cycle lasts for a baseline of 2 days, before being modified by [[Mech Gestation Speed]]. Higher Crafting skill increases gestation speed, and a [[mech gestation processor]]s can be installed into a mechanitor to further increase the speed. For ''each'' gestation cycle, a mechanitor must work at the gestator in order to initiate the next one. Gestation is Smithing work.
Rather than traditional work to make them, creating mechanoids requires the undertaking of some number of gestation cycles. A mechanitor must work at the gestator for {{Ticks|1800}}{{Check Tag|Modified?|Is this time value modified by any stat or skill?}} in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered [[Work#Smith|Smithing]] work.  
 
  
Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's [[Mech Gestation Speed]]. Mech Gestation Speed is controlled by the mechanitor's [[Crafting]] skill and the number of [[mech gestation processor]]s they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a [[Mech gestation processor]] or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]].
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==Summary==
 
 
If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur
 
 
 
== Summary ==
 
 
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which limits the number of mechanoids they can command. Larger and more complex mechanoids require more bandwidth.
 
[[Mechanitor]]s are required to control mechanoids. A mechanitor has a limited amount of [[bandwidth]], which limits the number of mechanoids they can command. Larger and more complex mechanoids require more bandwidth.
  
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Mechs considered "light" use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered "medium" or heavier use the [[large mech recharger]] and [[large mech gestator]].
 
Mechs considered "light" use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered "medium" or heavier use the [[large mech recharger]] and [[large mech gestator]].
  
=== Power ===
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===Power===
 
Player mechanoids use a variable amount of power, depending on their state.
 
Player mechanoids use a variable amount of power, depending on their state.
* They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.
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*They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.
* Labor mechs use 3% power / day while idle, or not doing work. {{Check Tag|Including tunneler?}}
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*Labor mechs use 3% power / day while idle, or not doing work.
* Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of +1% power / day. Mechs that run out of power will also enter this state.
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*Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of 1% power / day. Mechs that run out of power will also enter this state.
* When [[downed]], or in the world map on a [[caravan]], they use 0% power.
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*When [[downed]], or in the world map on a [[caravan]], they use 0% power.
  
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.
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They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waster. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.
  
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be resurrected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact
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Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be ressurected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact
  
=== Behavior ===
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===Behavior===
{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}}
 
 
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:
 
Mech are fully autonomous. Mechanoids assigned to work tasks have an effective [[Skill]] of 10, though most have a 50% [[Global Work Speed]], and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:
 
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.
 
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.
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If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After 1 game-day, or {{ticks|60000}} uncontrolled, they may go feral, joining the enemy [[mech hive]]. There is a {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}
 
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After 1 game-day, or {{ticks|60000}} uncontrolled, they may go feral, joining the enemy [[mech hive]]. There is a {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}
  
=== Work Speed ===
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===Work Speed===
Most mechanoids have a natural [[Global Work Speed]] of 50%. [[Tunneler (Mechanoid)|Tunnelers]] have a Global Work Speed of 150%, and the [[agrihand]] and [[constructoid]] have special modifiers to their specific job's work speed (applied after all Global Work Speed calculations).  
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{{stub|section=1|reason=Update table, verify numbers/mechanics for mech labor precept}}
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Most mechanoids have a natural [[Global Work Speed]] of 50%. [[Tunneler (Mechanoid)|Tunnelers]] have a Global Work Speed of 150%, and the [[agrihand]] and [[constructoid]] have special modifiers to their specific job's work speed.  
  
 
Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:
 
Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:
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Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.
 
Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.
  
=== Bandwidth ===
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===Bandwidth===
 
{{Mech Bandwidth}}
 
{{Mech Bandwidth}}
  
=== Raid points ===
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===Raid points===
 
{{Main|Raid points}}
 
{{Main|Raid points}}
The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards "[[raid points#Pawn points|pawn points]]" relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section. The combat power of all combat mechs can be viewed [[Mechanoid hive#Pawns|here]].
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The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards "[[raid points#Pawn points|pawn points]]" relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section.
  
== Controllable mechanoids ==
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==Controllable mechanoids==
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
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! style="vertical-align: top;"| Research  
 
! style="vertical-align: top;"| Research  
 
! style="vertical-align: top;"| Cost  
 
! style="vertical-align: top;"| Cost  
! style="vertical-align: top;"| [[Gestation cycle|Cycles]]
 
 
! style="vertical-align: top;"| Market Value<ref name="Weapon value">Note: This value includes that of the weapon it spawns with.</ref>
 
! style="vertical-align: top;"| Market Value<ref name="Weapon value">Note: This value includes that of the weapon it spawns with.</ref>
 
{{#ask: [[Type::Mechanoid]] [[Resource 1::+]]
 
{{#ask: [[Type::Mechanoid]] [[Resource 1::+]]
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  | ?Move Speed Base = ?Move Speed Base
 
  | ?Move Speed Base = ?Move Speed Base
 
  | ?Required Research = ?Required Research
 
  | ?Required Research = ?Required Research
| ?Gestation Cycles = ?Gestation Cycles
 
 
  | ?Market Value Base # = ?Market Value Base
 
  | ?Market Value Base # = ?Market Value Base
 
  | ?weaponTags = ?weaponTags
 
  | ?weaponTags = ?weaponTags
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</div>
 
</div>
 
</div>
 
</div>
</li></div>
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</li></div>  
  
== Version history ==
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==Version history==
* [[Biotech DLC]] release - Introduced.
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*[[Biotech DLC]] release - Introduced.
* [[Version/1.4.3555|1.4.3555]] - Mechs now count as partial pawns for determining [[raid points]]. Added [[Ideoligion#Mechanoid labor|Mechanoid labor]] precept{{IdeologyIcon}}. Combat mechs now count as Autonomous Weapons for the [[Ideoligion#Autonomous weapons|Autonomous weapons]] precept. {{IdeologyIcon}}
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*[[Version/1.4.3555|1.4.3555]] - Mechs now count as partial pawns for determining [[raid points]]. Added [[precept]]{{IdeologyIcon}} for Mechanoid Labor. Combat mechs now count towards Autonomous Weapons for that respective precept.
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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