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{{Biotech|No category}}
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{{Biotech}}
{{stub|No category|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}}
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'''Mechanitors''' are used to control [[mechanoid]]s in the [[Biotech (DLC)| Biotech DLC]].
  
With the [[Biotech DLC]], '''friendly mechanoids''' can be gestated. They are controlled by a '''Mechanitor''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]</ref>, a pawn who has installed a [[mechlink]].
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==Mechlink==
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Colonists can become mechanitors through a [[mechlink]], which can be obtained in the following ways:
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*[[Scenario system|Starting out]] with one
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*Destroying an Ancient Exostrider. This allows you to call in a mechanoid ship, with an extractable mechlink and some hostile mechanoids.
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*The "discovered mechinator complex" quest.
  
==Mechanitor==
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Outside of starting with a mechlink, obtaining one will have you extracting it from the long-dead [[corpse]] of an ancient mechanitor.
In order to control, build, and repair mechanoids, you need a mechanitor - a human pawn who has installed a [[mechlink]]. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Multiple mechanitors may exist in a colony without conflict.
 
  
===Mechlink===
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Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist at once, and function normally. Mechanoids may be transfered to different mechanitors.
In order to become a mechanitor, they need a mechlink. Other than [[Scenario system#The_Mechanitor|starting out]] with one, mechlinks can be obtained in the following ways:
 
*Destroying an [[ancient exostrider midsection]], which generates in most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting [[scenario]] prevents the spawning of the exostrider by default.
 
*The "discovered mechinator complex" quest, with hostile mechanoids guarding it.
 
  
Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor.
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==Summary==
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Mechanitors are required to control and build [[mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail).
  
Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that can't do Smithing can't actually gestate/repair mechs. Also, pawns with [[trauma savant]] can't summon a [[diabolus]] from the [[comms console]]. You must have another mechanitor call it in, or wait for diaboli to spawn in high level mechanoid raids.
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They can't tame mechanoids that are already hostile.
  
=== Mechanitor Upgrades ===
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===Mechanoid Control===
All mechanitor upgrades are installed like the mechlink itself.
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Once built, mechanoids may be drafted like a colonist. However, they may only be controlled if their destination is within a 25-tile radius from their mechanitor, and the mechanitor must be controllable by the player. They may defend themselves and carry out commands outside of this range, however.
* [[Control sublink]]: Increases work speed by {{+|6%}} per sublink, and increases control groups by {{+|1}}, to a cumulative max bonus of {{+|6}} additional control groups and {{+|36%}} work speed.
 
** [[Standard control sublink]]s can be installed 3 times.
 
** [[High control sublink]]s can be installed 3 times on pawns with 3 standard sublinks already installed.
 
* [[Mech gestation processor]]: Increases [[Mechanoid creation#Acquisition|mech gestation]] speed by 33.3% per implant. Can be installed up to 6 times.
 
* [[Remote repairer]]: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.
 
* [[Remote shielder]]: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.
 
* [[Repair probe]]: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.
 
  
== Mechanoid Creation ==
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Outside of combat, mechanoids can be put into '''control groups'''. Each group can then be assigned to one of four orders:
Once you have a mechanitor and the required research, the following is required to begin gestation:
 
 
 
* 1. The mechanitor must have enough [[#Bandwidth|bandwidth]] to support the mech at the time of creation.
 
* 2. You must have enough resources to create the mech. Notably, all mechs require a subcore ([[basic subcore|basic]], [[standard subcore|standard]], [[high subcore|high]]). Basic subcores can be crafted at a [[subcore encoder]], while high subcores require killing a human with a [[subcore ripscanner]].
 
* 3. After being "built" for a tiny amount of a mechanitor's  work, mechs must gestate for a while at a [[mech gestator]] or [[large mech gestator]] (depending on the mech).
 
 
 
Gestation time is measured in cycles - larger mech require more cycles.
 
 
 
=== 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.
 
 
 
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.
 
 
 
== Controlling Mechanoids ==
 
{{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?}}
 
 
 
When "working" (i.e. not [[draft]]ed), mechs are fully autonomous. 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.
 
*'''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.
 
*'''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.
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*'''Recharge''': Look for available recharging stations and use them.
*'''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.
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*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without 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 {{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}}
 
 
 
==Mechanoid Summary==
 
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]].
 
 
 
=== Power ===
 
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.
 
* 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 wastepack]]s 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.
 
 
 
=== Work Speed ===
 
Most mechanoids have an effective [[Skill]] of 10,  but 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:
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If the mechanitor and their mechs aren't in the same map, mechs will continue to do their tasks, but control groups and their orders can not be changed.
{| class="wikitable"
 
|-
 
| '''Final work speed =''' (Base Work Speed &times; 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.
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By default, each mechanitor has 2 groups available. Control groups can be increased by wearing a [[control pack]] or installing a [[control sublink]]. Both [[control sublink (standard)]] and [[control sublink (high)]] may be installed multiple times; 3 for standard, and a further 3 for high.
  
For example, with a work speed of 50%:
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==Bandwidth==
{| class="wikitable"
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'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives +6 Bandwidth. To increase it, you must build or craft items.
|-
 
! 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%
 
|}
 
  
Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.
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Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth decreases below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile.
  
=== Raid points ===
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===Bandwidth Cost===
{{Main|Raid points}}
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The heavier the mechanoid is, the more Bandwidth it takes up:
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]].
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*1: [[Lifter]], [[Militor]], [[Cleansweeper]], [[Paramedic]], [[Fabricor]]
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*2: [[Scyther]], [[Pikeman]], [[Scorcher]], [[Lancer]], [[Legionary]]
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*3: [[Tunneler]], [[Tesseron]]
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*4: [[Centipede]] (all)
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*5: [[Centurion]], [[Diabolus]], [[War queen]]
  
==Research==
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===Increasing Bandwidth===
While [[Research#Basic Mechtech|Basic Mechtech]] can be researched as soon as you have a mechanitor, to research more advanced technology, you'll need to kill certain mechanoid bosses.  
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Apparel items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.
  
* In order to research [[Research#Standard Mechtech|Standard Mechtech]], you must fight a [[Diabolus]] and study its [[signal chip]].
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*[[Mechlink]]: +6
* In order to research [[Research#High Mechtech|High Mechtech]], you must fight a [[War queen]] and study its [[powerfocus chip]].
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*[[Band node]]: +1
* In order to research [[Research#Ultra Mechtech|Ultra Mechtech]], you must fight an [[Apocriton]] and study its [[nano structuring chip]].
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*[[Airwire headset]]: +3
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*[[Array headset]]: +6
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*[[Bandwidth pack]]: +6
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*[[Mechcommander helmet]]: +6
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*[[Integrator headset]]: +9
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*[[Mechlord helmet]]: +12
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*[[Mechlord suit]]: +12
  
=== Mech signaling ===
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==Mech Signaling==
 
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.  
 
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.  
  
* [[Diabolus]] - Powered [[comms console]]
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*[[Diabolus]] - Powered [[comms console]]
* [[War queen]] - [[Mechband antenna]]
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*[[War queen]] - [[Mechband antenna]]
* [[Apocriton]] - [[Mechband dish]]
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*[[Apocriton]] - [[Mechband dish]]
  
 
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.
 
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.
 
== Bandwidth ==
 
'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives {{+|6}} bandwidth. To increase it further, you must build or craft items.
 
 
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth cost also dictates how many [[toxic wastepack]]s they will produce after recharging.
 
 
=== Bandwidth cost ===
 
The heavier the mechanoid is, the more bandwidth it takes up:
 
 
{{Mech Bandwidth}}
 
 
=== Increasing bandwidth ===
 
Apparel and gear items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.
 
 
* [[Band node]]: {{+|1}}
 
* [[Airwire headset]]: {{+|3}}
 
* [[Mechlink]]: {{+|6}}
 
* [[Array headset]]: {{+|6}}
 
* [[Mechcommander helmet]]: {{+|6}}
 
* [[Bandwidth pack]]: {{+|9}}
 
* [[Integrator headset]]: {{+|9}}
 
* [[Mechlord helmet]]: {{+|12}}
 
* [[Mechlord suit]]: {{+|12}}
 
 
Therefore, the maximum bandwidth possible without band nodes, is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of {{Good|{{#expr:6+9+12+12}}}}.
 
 
To connect to a band node, select a band node, click the '''Tune to...''' button and select an available Mechanitor. Tuning for the first time lasts '''5 seconds''', re-tuning lasts '''3 days'''. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor [[Death|dies]]. When band nodes no longer receive [[power]], they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected [[mechanoids]].
 
 
== List of Controllable mechanoids ==
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
<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>
 
 
== Version history ==
 
* [[Biotech DLC]] release - Introduced.
 
* [[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}}
 
 
{{nav|mechanoid|wide}}
 

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