Difference between revisions of "Tunneler"

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(should be handled the same way as Inferno cannon (Turret))
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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 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 will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, but with a [[Global Work Speed]] of 150%.
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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===
 
===Combat===
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== Analysis ==
 
== Analysis ==
 
{{Stub|section=1|reason=Incorporate [[Mining Yield]] into otherwise good analysis}}
 
{{Stub|section=1|reason=Incorporate [[Mining Yield]] into otherwise good analysis}}
Tunnelers are useful for mass mining operations, whenever it's expanding out your mountain base or 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.
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Tunnelers are useful for mass mining operations, whether it is expanding out your mountain base or mining mineral lumps 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===

Revision as of 17:15, 4 November 2022

Tunneler (Mechanoid)

Tunneler (Mechanoid)

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.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Apparel

Armor - Sharp
80%
Armor - Blunt
40%
Armor - Heat
200%

Pawn Stats

Move Speed
1.9 c/s
Health Scale
1.5
Body Size
3.5
Mass
210 kg
Pack Capacity
122.5 kg
Carrying Capacity
263 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Left power claw
22 dmg (Blunt)
33 % AP
2.9 second cooldown
Attack 2
Right power claw
22 dmg (Blunt)
33 % AP
2.9 second cooldown
Average DPS
4.7

Creation

Crafted At
Mech gestator
Required Research
Standard mechtech
Resources to make
Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1

A tunneler is a mechanoid added by the Biotech DLC.

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 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Work

Tunnelers are a heavy mechanoid, and require High Mectech to create. They are created from a large mech gestator with Steel 150 Steel, Plasteel 75 Plasteel, Component 4 Components, Standard subcore 1 Standard subcore, 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 wastepacks whenever the recharger's waste is filled up.

Tunnelers will do tasks associated with the Mining tab, though are unable to use deep drills. 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.

Analysis

Tunnelers are useful for mass mining operations, whether it is expanding out your mountain base or mining mineral lumps 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

The following table summarizes the work speed effects of operating within the influence of a mech booster and having control sublinks installed by the Mechanitor. All values are for 50%+ lighting conditions.

Control Sublinks Work Speed Mech Boosted
0 150% 225%
1 156% 231%
2 162% 237%
3 168% 243%
4 174% 249%
5 180% 255%
6 186% 261%

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.

Mining Skill Level Mining Speed
100% Manipulation 125% Manipulation 150% Manipulation
0 4% 5% 6%
1 16% 20% 24%
2 28% 35% 42%
3 40% 50% 60%
4 52% 65% 78%
5 64% 80% 96%
6 76% 95% 114%
7 88% 110% 132%
8 100% 125% 150%
9 112% 140% 168%
10 124% 155% 186%
11 136% 170% 204%
12 148% 185% 222%
13 160% 200% 240%
14 172% 215% 258%
15 184% 230% 276%
16 196% 245% 294%
17 208% 260% 312%
18 220% 275% 330%
19 232% 290% 348%
20 244% 305% 366%

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. 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.

Health

Specify body type when known.


Body part Health
Head 38
Skull 38
Brain 15
Nose 15
Neck 38
Jaw 30
Eye [1]
(left, right)
15
Ear
(left, right)
15
Body 60
Kidney[2]
(left, right)
23
Lung[2]
(left, right)
23
Liver[2] 30
Heart[2] 23
Spine[2] 38
Stomach[2] 30
Limbs
(left, right, fore, hind)
45
Appendage
(left, right, fore, hind)
30
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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