Editing Mechanoid creation
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 20: | Line 20: | ||
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. | 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 | + | 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. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]]. Mechanoid Gestation Speed modifiers apply retroactively - if you start a cycle, then install a [[Mech gestation processor]], then it will cut the remaining time.{{Check Tag|Current?|Does it cut the remaining time based off of the remaining time or the max time?}} |
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 | 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 | ||
Line 34: | Line 34: | ||
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. | + | * 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. |