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− | {{Biotech}} | + | {{Biotech}}{{Stub}} |
− | {{About|the mechanoid | + | {{About|the mechanoid|other uses|Tunneler{{!}}the disambiguation page}} |
{{infobox main|none| | {{infobox main|none| | ||
− | | name = Tunneler | + | | name = Tunneler (Mechanoid) |
| image = Tunneler Mechanoid east.png | | image = Tunneler Mechanoid east.png | ||
| description = A heavy mechanoid built for mining in treacherous locations. While intended for excavation, the tunneler's gigantic power claws and ultra-thick armor makes it a dangerous force in combat. | | description = A heavy mechanoid built for mining in treacherous locations. While intended for excavation, the tunneler's gigantic power claws and ultra-thick armor makes it a dangerous force in combat. | ||
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| flammability = 0 | | flammability = 0 | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
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| armorblunt = 40 | | armorblunt = 40 | ||
| armorsharp = 80 | | armorsharp = 80 | ||
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| min comfortable temperature = -100 | | min comfortable temperature = -100 | ||
| max comfortable temperature = 250 | | max comfortable temperature = 250 | ||
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| bodysize = 3.5 | | bodysize = 3.5 | ||
| healthscale = 1.5 | | healthscale = 1.5 | ||
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| lifespan = | | lifespan = | ||
| attack1dmg = 22 | | attack1dmg = 22 | ||
− | | attack1type = | + | | attack1type = Blunt |
| attack1cool = 2.9 | | attack1cool = 2.9 | ||
| attack1part = left power claw | | attack1part = left power claw | ||
| attack2dmg = 22 | | attack2dmg = 22 | ||
− | | attack2type = | + | | attack2type = Blunt |
| attack2cool = 2.9 | | attack2cool = 2.9 | ||
| attack2part = right power claw | | attack2part = right power claw | ||
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<!-- Creation --> | <!-- Creation --> | ||
| research = Standard mechtech | | research = Standard mechtech | ||
− | | production facility 1 = | + | | production facility 1 = Mech gestator |
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 150 | | resource 1 amount = 150 | ||
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}} | }} | ||
A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
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== Summary == | == Summary == | ||
− | + | As mechanoids, tunnelers are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | |
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− | Tunnelers | + | ===Work=== |
+ | Tunnelers are a heavy mechanoid, and require [[Research#High Mechtech|High Mectech]] to create. They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycles to be made. Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | Tunnelers use | + | Tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They cannot be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, but with a [[Global Work Speed]] of 150%. |
− | === | + | ===Combat=== |
− | + | In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | |
− | + | <!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo | |
− | + | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | |
− | + | <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | |
− | + | <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | |
− | + | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> --> | |
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== Analysis == | == Analysis == | ||
− | Tunnelers are useful for mass mining operations, whether it is expanding out your mountain base or mining mineral lumps found using a [[long-range mineral scanner]]. | + | {{Stub|section=1|reason=Incorporate [[Mining Yield]] into otherwise good analysis}} |
+ | Tunnelers are useful for mass mining operations, whether it is expanding out your mountain base or mining mineral lumps found using a [[long-range mineral scanner]]. Tunnelers are not subject to illness or mental breaks, and only recharge for 2 days out of every 12. At about skill 13 a normal colonist with no traits or health conditions will mine as fast as a tunneler operating without a Mech Booster or Sublink bonus, and a similar colonist at skill 20 mines about as fast as a mech-boosted Tunneler with no Sublink bonuses. Installing a [[Drill arm]] allows a Skill 5 pawn to mine faster than an unboosted Tunneler. | ||
− | === Work Speed === | + | ===Work Speed=== |
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The following table summarizes the work speed effects of operating within the influence of a [[mech booster]] and having [[control sublink (standard)|control sublink]]s installed by the Mechanitor. | The following table summarizes the work speed effects of operating within the influence of a [[mech booster]] and having [[control sublink (standard)|control sublink]]s installed by the Mechanitor. | ||
All values are for 50%+ lighting conditions. | All values are for 50%+ lighting conditions. | ||
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| 6 || 186% || 261% | | 6 || 186% || 261% | ||
|} | |} | ||
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− | + | The following table shows [[Mining Speed]] for a given Colonist skill and Manipulation. Notable breakpoints are at Skill 12 where a colonist becomes roughly equivalent to an unboosted Tunneler, and Skill 18 where a colonist mines roughly 97% as effectively as a boosted Tunneler with no Sublinks. | |
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− | + | {{Stat Factors Table|Mining Speed}} | |
− | === | + | ===Mining Yield=== |
− | Tunnelers | + | Tunnelers appear to have no special modifiers to mining yield, meaning that they function identically to a Skill 10 Colonist for this purpose. Although a skill 5 Pawn with a [[drill arm]] can mine 10% faster than a tunneler, they will also have mining yields 10% lower than the tunneler. |
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added | * [[Biotech DLC]] Release - Added | ||
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* [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | * [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |