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== Acquisition ==
 
== 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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For a full breakdown of the factors affecting mech gestation speed and the resulting cycle times, see [[Mech Gestation Speed]].
 
 
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 ==
 
== Summary ==
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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.
 
* 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.
 
* 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.
 
* When [[downed]], or in the world map on a [[caravan]], they use 0% power.
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=== Behavior ===
 
=== 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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=== Work Speed ===
 
=== 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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! 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 ==
 
== Version history ==

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