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[[Mechanoid creation|Friendly mechanoids]]{{BiotechIcon}} can also add to a caravan's carrying capacity. While on a caravan in the world map, they do not use any sort of power. Only when they enter into an event map, like an ambush, will they use power normally. If the [[mechanitor]] and their mechs are separated, then no mech commands can be issued, but mechs can still carry things as usual.
 
[[Mechanoid creation|Friendly mechanoids]]{{BiotechIcon}} can also add to a caravan's carrying capacity. While on a caravan in the world map, they do not use any sort of power. Only when they enter into an event map, like an ambush, will they use power normally. If the [[mechanitor]] and their mechs are separated, then no mech commands can be issued, but mechs can still carry things as usual.
  
Treat mechs like extra carrying capacity, rather than an animal you have to feed and manage. If a mech isn't doing any work, you might as well bring it into the caravan. And if you ''need'' the extra carrying capacity to hold some supplies, then you may want to load a mech on there. Combat mechs can be used to protect their traveling mechanitor
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Treat mechs like extra carrying capacity, rather than an animal you have to feed and manage. If a mech isn't doing any work, you might as well bring it into the caravan. And if you ''need'' the extra carrying capacity to hold some supplies, then you may want to load a mech on there. Combat mechs can be used to protect their travelling mechanitor
  
 
The most efficient mech for capacity per [[bandwidth]] is the [[tunneler]]. Tunnelers are also the most efficient mech for capacity per material resource, even when ignoring bandwidth, but assuming [[plasteel]] and [[component]]s are readily available. However, every mech has a use beyond a caravan, and caravan efficiency should rarely be a determining factor in mech choice. <!-- Tunnelers are 200 steel / 8 component / 75 plasteel for 122.5kg. Lifters + light mechs are 100 steel / 4 component for 24.5kg, 5x less capacity. This results in 296 steel + 75 plasteel v 740 steel (for 5 light mechs) if Fabrication is available. Scorchers are 130 steel / 32 plasteel / 8 component for 35kg -->
 
The most efficient mech for capacity per [[bandwidth]] is the [[tunneler]]. Tunnelers are also the most efficient mech for capacity per material resource, even when ignoring bandwidth, but assuming [[plasteel]] and [[component]]s are readily available. However, every mech has a use beyond a caravan, and caravan efficiency should rarely be a determining factor in mech choice. <!-- Tunnelers are 200 steel / 8 component / 75 plasteel for 122.5kg. Lifters + light mechs are 100 steel / 4 component for 24.5kg, 5x less capacity. This results in 296 steel + 75 plasteel v 740 steel (for 5 light mechs) if Fabrication is available. Scorchers are 130 steel / 32 plasteel / 8 component for 35kg -->

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