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| flammability = 0
 
| flammability = 0
 
| marketvalue = 1200
 
| marketvalue = 1200
| combatPower = 250
 
 
| armorblunt = 40
 
| armorblunt = 40
 
| armorsharp = 80
 
| armorsharp = 80
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| lifespan =  
 
| lifespan =  
 
| attack1dmg = 22
 
| attack1dmg = 22
| attack1type = Scratch
+
| attack1type = Blunt
 
| attack1cool = 2.9
 
| attack1cool = 2.9
 
| attack1part = left power claw
 
| attack1part = left power claw
 
| attack2dmg = 22
 
| attack2dmg = 22
| attack2type = Scratch
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| 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 = Large mech gestator
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| production facility 1 = Mech gestator
| gestation cycles = 4
 
 
| 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]].
 
== Acquisition ==
 
Tunnelers can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
Dead, friendly tunnelers can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect heavy mechanoid''" bill. This requires the corpse of the friendly tunneler, {{Icon Small|Steel||100}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
  
 
== Summary ==
 
== Summary ==
{{Mechanoid 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.
 
 
Dead tunnelers may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||20}} [[steel]] and {{Icon Small|Plasteel||10}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the tunneler.
 
 
 
Tunnelers do not seem to spawn in regular mech [[raid]]s, [[crashed ship parts]], or [[mech cluster]]s{{RoyaltyIcon}}.{{Check Tag|Verify|Not thoroughly checked}} However, they appear as part of certain [[war queen]] and [[apocriton]] summon groups.
 
 
 
=== Combat ===
 
In combat, tunnelers use sharp melee attacks. They have an innate [[smokepop pack]] ability, but this has a cooldown of 15 days.
 
 
 
Tunnelers have the highest armor values of any mechanoid in the game, with {{+|5%}} more Sharp and Blunt armor than the [[war queen]]. However, with a health scale of 1.52, it doesn't have the hit point pool of the larger mechs. They have an innate shield, which is equivalent to a [[shield belt]], just with 250 HP. This is higher than even a legendary [[quality]] shield belt.
 
 
 
Tunnelers use regular staggering mechanics, as with any other enemy. A tunneler can theoretically be staggered by a weapon with at least 3.5 [[stopping power]], however no weapon in the game has enough stopping power to do so.
 
 
 
=== Armor ===
 
{| class="wikitable"
 
|-
 
! Armor
 
|-
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
 
|}
 
  
=== As an ally ===
+
===Work===
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 are a heavy mechanoid, and require [[Research#High Mechtech|High Mechtech]] 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.
  
=== Work ===
+
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%.
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%.  
 
  
For reference, every other labor mechanoid has a Global Work Speed of 50%. As [[control sublink]]s and the Mechanoid Labor [[precept]]{{IdeologyIcon}} both act as additive offsets to work speed, the tunneler receives a relatively smaller boost. For example, a [[cleansweeper]] could go from 50% to 70% work speed - a {{Good|x140%}} increase. A tunneler would go from 150% to 170%, which is only a {{Good|x113.3%}} increase.
+
===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> -->
  
 
== Analysis ==
 
== Analysis ==
 +
{{Stub|section=1|reason=Combat potential as tank/melee}}
 
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]]. Mechanoids are not subject to illness or mental breaks, and only recharge for 2 days out of every 12.  
 
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]]. Mechanoids are not subject to illness or mental breaks, and only recharge for 2 days out of every 12.  
  
 
=== Work Speed ===
 
=== Work Speed ===
{{recode|section=1|reason=Add the actual mining speed stat of the tunneler to the table below, to allow for direct comparison to human miners. If it is already in mining speed and work speed, convert language to reflect that}}
+
{{recode|section=1|reason=Add the actual mining speed stat for direct comparison to human miners to the table. If it is already in mining speed and work speed, convert language to reflect that}}
 
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%
 
|}
 
|}
 +
 
A colonist's work speed is based on their [[Mining Speed]] stat. 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. A similar colonist at skill 18 mines roughly 97% as fast a mech-boosted Tunneler with no Sublink bonuses. Installing a [[Drill arm]] allows a Skill 5 pawn to mine faster than an unboosted Tunneler.{{Check Tag|Mining Specialist?}}
 
A colonist's work speed is based on their [[Mining Speed]] stat. 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. A similar colonist at skill 18 mines roughly 97% as fast a mech-boosted Tunneler with no Sublink bonuses. Installing a [[Drill arm]] allows a Skill 5 pawn to mine faster than an unboosted Tunneler.{{Check Tag|Mining Specialist?}}
  
=== Mining Yield ===
+
{{Stat Factors Table|Mining Speed}}
Tunnelers appear to have no special modifiers to [[Mining Yield]], meaning that they function identically to a Skill 10 Colonist for this purpose. Higher skilled colonists will extract more material, but the increase isn't very large until very high skill levels. For comparison, a healthy, level 20 human miner has the maximum possible mining yield of 113% compared to the 102% of the tunneler. For maximum resources, leave ores for higher skill colonists, if present, to mine. However, it may be more useful to get a place dug out ''now'' then to get a little more ore.
 
 
 
Conversely, a lower mining yield will slightly lower the amount of [[stone chunk]]s that have to be hauled out of a mountain base. The difference is too small to notice, either way.
 
 
 
=== As an ally in combat ===
 
Tunnelers are incredibly slow, with middling {{DPS}} and a decent durability. They have 152% the health of a human, armor slightly worse than normal [[recon armor]], and an innate shield better than a ''legendary'' [[shield belt]]. While they won't deal as much damage compared to a dedicated melee pawn, nor able to run or lock down enemies like a scyther, tunnelers can draw enemy fire. This lets other combatants focus on dealing damage.
 
 
 
====Comparison to scythers====
 
Tunnelers face competition from [[scyther]]s, a melee-focused mech also unlocked from [[Research#{{Q|Scyther|Required Research}}|{{Q|Scyther|Required Research}}]]. Tunnelers don't have a scyther's speed, and consume +1 [[bandwidth]]. However, they are significantly more durable, with significantly more armor, slightly higher health, and the aforementioned shield. Tunnelers cost {{icon small|steel}} 75 [[steel]] more to make.
 
  
This is at the cost of DPS. The tunneler has a {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|true DPS}} of 7.59 (4.7 after [[Melee Hit Chance]]), {{%|7.59/10}} of the scyther. The slightly higher {{AP}} of the tunneler does not matter in practice. Both tunnelers and scythers deal sharp damage
+
===Mining Yield===
 +
Tunnelers appear to have no special modifiers to [[Mining Yield]], meaning that they function identically to a Skill 10 Colonist for this purpose. Higher skilled colonists will extract but the increase isn't very large until very high skill levels. A healthy, level 20 human miner has the maximum possible mining yield of 113% compared to the 102% of the tunneler. For maximum resources, leave ores for higher skill colonists, if present, to mine. However, it may be more useful to get a place dug out ''now'' then to get a little more ore.
  
If durability is completely irrelevant, such as when using [[Psycasts#Skip|Skip psycast]] {{RoyaltyIcon}} mobbing tactics, then scythers are superior due to their lower bandwidth cost. If durability is relevant, such as for melee block tactics, then you may want a tunneler. In addition, a tunneler used for mining might as well be used for combat whenever possible.
+
Conversely, a lower mining yield will slightly lower the amount of [[stone chunk]]s that have to be hauled out of a mountain base. The difference is too small to notice either way.
 
 
====Comparison to centipedes====
 
As durable mechs, tunnelers also face competition from [[centipede]]s. Centipedes have {{%|{{Q|Centipede|Health Scale}}/{{P|Health Scale}} round 2}} the health scale and thus {{HP}} of the tunneler. In return, it has slightly worse armor (Sharp: {{Q|Centipede|Armor - Sharp}}% Blunt: {{Q|Centipede|Armor - Blunt}}%) and no shield belt. In addition, centipedes cost 1 more bandwidth and are unlocked at [[Research#{{Q|Centipede gunner|Required Research}}|{{Q|Centipede gunner|Required Research}}]]. All centipedes have identical durability to each other.
 
 
 
Centipedes deal 86% of the {{Hover title|I.e. DPS after accounting for the melee verb system but without considering the target's attributes|base true melee DPS}}, however their melee attack deals ''Blunt'' damage. Against enemies with high sharp armor, centipedes can actually do more damage. For example, a centipede headbutt has enough {{AP}} to ignore another centipede's armor, but the tunneler would have its damage reduced by 70%. After considering the mechanics of the [[Damage types#Scratch|Scratch]] damage type, the tunneler is slightly better against unarmored targets and slightly worse against armored.
 
 
 
So for the sole purpose of tanking enemies, the centipede is almost always better even when considering the tunneler's shield. The centipede's ranged weaponry makes them more flexible in combat. But centipedes are more expensive. When a centipede is tied up in melee, unable to fire while being fired at, it won't be much better than a tunneler.
 
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
+
Specify body type when known.
{{Animal Health Table|Mech_Tunneler}}
+
{{Animal Health Table}}
 
 
== Gallery ==
 
<gallery>
 
Tunneler east.png| Age 0-99 Tunneler facing east
 
Tunneler north.png| Age 0-99 Tunneler facing north
 
Tunneler south.png| Age 0-99 Tunneler facing south
 
</gallery><gallery>
 
TunnelerAncient east.png| Age 100+ Tunneler facing east
 
TunnelerAncient north.png| Age 100+ Tunneler facing north
 
TunnelerAncient south.png| Age 100+ Tunneler facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added
 
* [[Biotech DLC]] Release - Added
* Somewhere between Release and 1.4.3641 - Power claw attack changed from [[Damage Types#Blunt|Blunt]] to [[Damage Types#Scratch|Scratch]].
 
 
* [[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
* [[Version/1.4.3682|1.4.3682]] - Removed special stagger mechanic from tunneler mechs. Previously, tunnelers would be staggered for {{ticks|120}} on any ranged attack, no matter how strong it was. Staggering is now based on weapon stopping power as with all other pawns.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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