Difference between revisions of "Mechanoid creation"

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{{Biotech}}
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{{Biotech}}{{Merge| destination = Mechanitor | reason = Significant overlap, search optimisation}}
 
''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]].
  
==Summary==
+
== Acquisition ==
[[Mechanitor]]s are required to build, gestate, and control your own mechanoids. The amount depends on the mechanoid itself and the mechanitor's own [[bandwidth]].
+
[[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.
  
All [[mechanoid]]s are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.
+
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
 +
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]]), while more complex ones require a [[standard subcore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.
 +
#After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]].
 +
:: Gestation types are measured in cycles, where larger mechs require more cycles, and each cycle will need to be initiated by the mechanitor after the previous one is completed. When cycling is done, the mechanitor must take the mech out. If power is lost during gestation, the cycle will be paused, but no other adverse effects will occur.
 +
 
 +
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[diabolus]], [[war queen]], and [[apocriton]], in order of progression - and studying their specific item before it is possible.
 +
 
 +
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. You can create every mechanoid in the game, except for the [[termite]] and [[apocriton]].
  
Player mechanoids will use 10% power per day when active: labor mechs doing work, or being awake at all for combat mechs. They can be commanded to enter dormant self-charging, which stops power drain, and recharges at an extremely slow rate (+1% power / day). They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them (+50% power / day), but creates [[pollution]] in the form of [[toxic wastepack]]s. The amount of waste is directly correlated to their bandwidth. This leads to a theoretical uptime of 83% - 5 days active, 1 day charging - but this decreases if mechs are idle.
+
=== Gestation cycles ===
 +
{{Stub|section=1|reason= Initiating time modified by anything? What happens if the mechanitor dies mid cycle?}}
 +
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.  
  
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 gestation time, so long as some part of their corpse is intact
+
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]].
 +
 
 +
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.
 +
 
 +
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and [[temperature]] extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.
  
 
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]].
  
===Behavior===
+
=== Power ===
Mechs are autonomous. They are assigned control groups, and the group recieves orders (Work, Escort, Recharge, Dormant). So long as the mechanitor is alive and has enough bandwidth, mechs will remain obedient and working. Mechs cannot be directly controlled or ordered unless drafted. However, they will respect [[zone]]s (and won't stay outside of one). Mechs will continue to work if the mechanitor leaves their current map, but orders can't be changed.
+
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.
 +
* Labor mechs use 3% power / day while idle, or not doing work. {{Check Tag|Including tunneler?}}
 +
* 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 drafted, mechanoids act like any other drafted pawn, so are limited to combat actions and are under player control. However, mechanoids can only move and be given commands if their new position is within a 25 tile radius of their mechanitor. They will still defend themselves and continue any previous command, though. The mechanitor must not be [[downed]] or in a [[mental break]] in order to give orders. After {{ticks|60000}} uncontrolled, there is a chance for a mech to go fferal with {{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}}
+
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.
  
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.
+
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
  
===Acquisition===
+
=== Behavior ===
[[Mechanitor]]s are required in all steps of the process. [[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.
+
{{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:
 +
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.
 +
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.
 +
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
 +
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.
  
#Mechanitors must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
+
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders cannot be changed. Mechs can be rezoned regardless of the state of the mechanitor, allowing for them to be imprecisely controlled even when the mechanitor is having a mental break.
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.
+
 
#After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechanitor must take the mech out.
+
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.
 +
 
 +
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.
 +
 
 +
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 ===
 +
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).  
 +
 
 +
Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:
 +
{| class="wikitable"
 +
|-
 +
| '''Final work speed =''' (Base Work Speed × Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus
 +
|}
 +
* Being in range of a [[mech booster]] boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
 +
* Each [[control sublink (standard)|control sublink]] installed into the [[mechanitor]] increases [[Global Work Speed]] by {{+|6%}}, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a {{+|36%}} boost.
 +
* If their [[mechanitor]] follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Mechanoid labor|Mechanoid Labor: Enhanced]] precept, mechs gain an additive {{+|20%}} boost to [[Global Work Speed]], at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.
 +
 
 +
As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a {{Good|x140%}} increase.
  
More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diabolus]], [[War queen]], and [[Apocriton]], in order of progression - and studying their specific item before it is possible.
+
For example, with a work speed of 50%:
 +
{| class="wikitable"
 +
|-
 +
! Control<br>Sublinks !! Work Speed !! Mech Boosted !! Mech Boosted<br>+ [[Ideoligion#Mechanoid labor|Labor: Enhanced]]{{IdeologyIcon}}
 +
|-
 +
! 0
 +
| 50% ||  75% ||  95%
 +
|-
 +
! 1
 +
| 56% ||  81% || 101%
 +
|-
 +
! 2
 +
| 62% ||  87% || 107%
 +
|-
 +
! 3
 +
| 68% ||  93% || 113%
 +
|-
 +
! 4
 +
| 74% ||  99% || 119%
 +
|-
 +
! 5
 +
| 80% || 105% || 125%
 +
|-
 +
! 6
 +
| 86% || 111% || 131%
 +
|}
  
Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. However, you can create every mechanoid in the game, except for the [[Termite]] and [[Apocriton]].
+
Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.
  
==Controllable Mechanoids==
+
=== Bandwidth ===
===Light===
+
{{Mech Bandwidth}}
*[[Militor]] - Combat mechanoid, armed with a low-power [[mini-shotgun]]. Cheap to gestate and maintain.
 
*[[Lifter]] - Mechanoid designed for [[hauling]].
 
*[[Constructoid]] - Mechanoid designed for construction.
 
*[[Fabricor]] - Mechanoid designed for crafting and tailoring.
 
*[[Agrihand]] - Mechanoid designed for plant work.
 
*[[Cleansweeper]] - Mechanoid designed for cleaning.
 
*[[Paramedic]] - Mechanoid designed for rescue and tending, with the ability to jump and a [[firefoam pack]].
 
  
===Medium===
+
=== Raid points ===
*[[Scorcher]] - Combat mechanoid designed to burn enemies
+
{{Main|Raid points}}
*[[Scyther]] - Fast melee combat mechanoid
+
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]].
*[[Pikeman]] - High range, low damage combat mechanoid
 
*[[Lancer]] - Fast, medium ranged combat mechanoid with the high damage [[charge lance]]
 
*[[Tesseron]] - Combat mechanoid with sweeping beam graser attack.
 
*[[Legionary]] - Combat mechanoid with bullet shield and needle gun.
 
  
===Heavy===
+
== Controllable mechanoids ==
*[[Tunneler]] - Mechanoid designed for fast mining; comes with a shield, smoke pack, and melee attack
+
<div><li style="display: inline-table;">
*[[Centipede]] - Crowd control mechanoid with increidble bulk; 3 possible weapons
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Click to <div class="mw-collapsible">
*[[Centurion]] - Built-in shield bubble generator, point-defense bulb turret capable of firing while the mechanoid is moving.
+
<div class="mw-collapsible-content">
 +
{| {{STDT|sortable c_06 text-center}}
 +
|-
 +
! style="vertical-align: top;" colspan="2" | Mechanoid
 +
! style="vertical-align: top;"| Class
 +
! style="vertical-align: top;"| Armor<br>(S/B/H)
 +
! style="vertical-align: top;"| Body<br>Size
 +
! style="vertical-align: top;"| Health<br>Scale
 +
! style="vertical-align: top;"| Move<br>Speed
 +
! style="vertical-align: top;" data-sort-type="number"| Melee DPS<ref name="Actual">Note: This is the actual base average derived from the [[Weapons#Listed_DPS_on_pawns|melee verb system]] updated in [[Version/1.1.2610|1.1.2610]], it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder</ref><br>([[Melee Hit Chance|Post Hit Chance]])
 +
! style="vertical-align: top;"| Ranged weapon
 +
! style="vertical-align: top;"| Bandwidth
 +
! style="vertical-align: top;"| Research
 +
! 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>
 +
{{#ask: [[Type::Mechanoid]] [[Resource 1::+]]
 +
| named args=yes
 +
| ? # - = ?Pagename
 +
| ?Name=?Name
 +
| ?Armor - Sharp = ?Armor - Sharp
 +
| ?Armor - Blunt = ?Armor - Blunt
 +
| ?Armor - Heat = ?Armor - Heat
 +
| ?Body Size = ?Body Size
 +
| ?Bandwidth = ?Bandwidth
 +
| ?Health Scale = ?Health Scale
 +
| ?Move Speed Base = ?Move Speed Base
 +
| ?Required Research = ?Required Research
 +
| ?Gestation Cycles = ?Gestation Cycles
 +
| ?Market Value Base # = ?Market Value Base
 +
| ?weaponTags = ?weaponTags
 +
| format=template
 +
| template=Mechanoid Table Row
 +
| sort = Required Research, name
 +
}}
 +
|}
 +
{{Reflist}}
 +
</div>
 +
</div>
 +
</li></div>
  
===Commander===
+
== Version history ==
*[[Diabolus]] - Ultra-powerful, but slow hellsphere cannon. Small turret and close-range flame burst otherwise.
+
* [[Biotech DLC]] release - Introduced.
*[[War queen]] - Built-in mech gestator, creating a mass of [[war urchin]]s.
+
* [[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}}
*[[War urchin]] - Small mechanoids created by a war queen, they have a finite power supply and can't be recharged.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 +
[[Category:Game mechanics]]

Latest revision as of 20:53, 21 February 2024

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.

Acquisition[edit]

Mechanitors 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 Basic Mechtech research, which in turn requires the Electricity research to be completed first.

  1. Mechanitors must have enough bandwidth for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
  2. All mechanoids require a subcore to create, along with other materials like steel. Simple mechs use a basic subcore (from a subcore encoder), while more complex ones require a standard subcore (from a subcore softscanner) or high subcore (from a subcore ripscanner). The ripscanner in particular requires killing a human pawn to create.
  3. After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at a mech gestator or large mech gestator.
Gestation types are measured in cycles, where larger mechs require more cycles, and each cycle will need to be initiated by the mechanitor after the previous one is completed. When cycling is done, the mechanitor must take the mech out. If power is lost during gestation, the cycle will be paused, but no other adverse effects will occur.

More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - the diabolus, war queen, and apocriton, in order of progression - and studying their specific item before it is possible.

Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. You can create every mechanoid in the game, except for the termite and apocriton.

Gestation cycles[edit]

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 1,800 ticks (30 secs)[Modified?] in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered 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 processors 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.

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[edit]

Mechanitors 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.

In general, mechanoids are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to EMP attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require power, and cause pollution in the process.

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[edit]

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.
  • Labor mechs use 3% power / day while idle, or not doing work. [Including tunneler?]
  • 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.

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 wastepacks 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

Behavior[edit]

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 zones. 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.
  • Escort: Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.
  • Recharge: Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
  • Dormant self-charging: Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.

Control groups and orders may be changed, though the mechanitor must be controllable (not downed and not under a mental break), and their mechs must be in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders cannot be changed. Mechs can be rezoned regardless of the state of the mechanitor, allowing for them to be imprecisely controlled even when the mechanitor is having a mental break.

Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move to spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while in said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.

Mechanoids in a caravan contribute towards its carrying capacity. They do not use power as long as they are on the world map.

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 60,000 ticks (16.67 mins) uncontrolled, they may go feral, joining the enemy mech hive. There is a MTB of 10 in-game days, with a cascade radius of 25 tiles.[Verify]

Work Speed[edit]

Most mechanoids have a natural Global Work Speed of 50%. 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).

Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:

Final work speed = (Base Work Speed × Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus
  • Being in range of a mech booster boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
  • Each control sublink installed into the mechanitor increases Global Work Speed by +6%, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a +36% boost.
  • If their mechanitor follows an ideoligionContent added by the Ideology DLC with the Mechanoid Labor: Enhanced precept, mechs gain an additive +20% boost to Global Work Speed, at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.

As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a ×140% increase.

For example, with a work speed of 50%:

Control
Sublinks
Work Speed Mech Boosted Mech Boosted
+ Labor: EnhancedContent added by the Ideology DLC
0 50% 75% 95%
1 56% 81% 101%
2 62% 87% 107%
3 68% 93% 113%
4 74% 99% 119%
5 80% 105% 125%
6 86% 111% 131%

Work speed can be further modified by regular factors, such as light and the Manipulation stat.

Bandwidth[edit]

Mechanoid Type Bandwidth Wastepacks Per Recharge
Agrihand, Cleansweeper, Constructoid, Fabricor, Lifter, Militor, Paramedic, Scorcher 1 5
Legionary, Pikeman, Scyther 2 10
Lancer, Tesseron, Tunneler 3 15
Centipede blaster, Centipede burner, Centipede gunner 4 20
Centurion, Diabolus, War queen 5 25

Raid points[edit]

The market value of mechs, and of any weapons they carry, do count as wealth for raid point calculations. Mechs also contribute towards "pawn points" relative to their mech's combat power. The exact percentage depends on current wealth and can be viewed in the pawn points section. The combat power of all combat mechs can be viewed here.

Controllable mechanoids[edit]

  • Click to
    Mechanoid Class Armor
    (S/B/H)
    Body
    Size
    Health
    Scale
    Move
    Speed
    Melee DPS[1]
    (Post Hit Chance)
    Ranged weapon Bandwidth Research Cost Cycles Market Value[2]
    Agrihand Agrihand Light 20% / 10% / 200% 0.7 3.4 c/s 4
    (2.48)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Cleansweeper Cleansweeper Light 20% / 10% / 200% 0.3 3.4 c/s 2.31
    (1.43)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Constructoid Constructoid Light 20% / 10% / 200% 0.7 3.4 c/s 3.45
    (2.14)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Lifter Lifter Light 20% / 10% / 200% 0.7 2.8 c/s 2.31
    (1.43)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Militor Militor Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    (1.43)
    Mini-shotgun 1 Basic mechtech Steel 50 + Basic subcore 1 1 1800
    Centipede burner Centipede burner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    (4.05)
    Inferno cannon 4 High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2600
    Centipede gunner Centipede gunner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    (4.05)
    Minigun 4 High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2360
    Diabolus Diabolus Superheavy 75% / 25% / 200% 4 4.5 2.4 c/s 6.92
    (4.29)
    Charge blaster turret
    Hellsphere cannon
    5 High mechtech Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 12 3000
    Fabricor Fabricor Light 20% / 10% / 200% 0.7 3.4 c/s 2.31
    (1.43)
    - 1 High mechtech Steel 100 + High subcore 1 1 800
    Lancer Lancer Medium 40% / 20% / 200% 1 0.72 4.7 c/s 6
    (3.72)
    Charge lance 3 High mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 2555
    Paramedic Paramedic Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    (1.43)
    - 1 High mechtech Steel 100 + High subcore 1 1 800
    Pikeman Pikeman Medium 40% / 20% / 200% 1 0.85 2.5 c/s 6
    (3.72)
    Needle gun 2 Standard mechtech Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1 2 2600
    Scorcher Scorcher Medium 40% / 20% / 200% 1 0.7 4.5 c/s 6
    (3.72)
    Mini-flameblaster 1 Standard mechtech Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 2 2200
    Scyther Scyther Medium 40% / 20% / 200% 1 1.32 4.7 c/s 10
    (6.2)
    - 2 Standard mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 1200
    Tunneler Tunneler Heavy 80% / 40% / 200% 3.5 1.5 1.9 c/s 7.59
    (4.71)
    - 3 Standard mechtech Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 4 1200
    Centipede blaster Centipede blaster Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    (4.05)
    Heavy charge blaster 4 Ultra mechtech Steel 255 + Plasteel 355 + Component 8 + High subcore 1 6 2600
    Centurion Centurion Superheavy 75% / 25% / 200% 3.6 3 1.6 c/s 6
    (3.72)
    Charge blaster turret 5 Ultra mechtech Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 12 1600
    Legionary Legionary Medium 40% / 20% / 200% 1 0.72 4.3 c/s 6
    (3.72)
    Needle launcher 2 Ultra mechtech Plasteel 100 + Component 6 + High subcore 1 4 2600
    Tesseron Tesseron Medium 40% / 20% / 200% 1 0.72 4.7 c/s 6
    (3.72)
    Beam graser 3 Ultra mechtech Plasteel 110 + Component 7 + High subcore 1 4 1344
    War queen War queen Superheavy 75% / 25% / 200% 4 5.2 1.6 c/s 2
    (1.24)
    Charge blaster turret 5 Ultra mechtech Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 12 1600
    War urchin War urchin Light 20% / 10% / 200% 0.7 1.3 4.2 c/s 2.31
    (1.43)
    Spiner 0 Ultra mechtech Steel 25 1300
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder
    2. Note: This value includes that of the weapon it spawns with.
  • Version history[edit]