|This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled.|
A small mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Move Speed
- 3.4 c/s
- Body Size
- 42 kg
- Pack Capacity
- 24.5 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
- Attack 1
- Right blade
8 dmg (Cut)
2 second cooldown
- Attack 2
- Right blade
8 dmg (Stab)
2 second cooldown
- Average DPS
- Required Research
- Basic mechtech
Agrihands can be gestated by a mechanitor at a Mech gestator once the Basic mechtech research project has been completed. They require 50 Steel, 1 Basic subcore and 1 gestation cycle taking 1,800 ticks (30 secs) each to initiate. They take up 1 bandwidth from their linked mechanitor.
Dead, friendly agrihands can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Agrihand, 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.
As mechanoids, every agrihand is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).
As a labor-focused mech, agrihands are never found in mechanoid raids.
As an ally
Mechs under player control require power: agrihands use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.
Agrihands will automatically perform tasks under the Grow and Plant Cut work types; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, resulting in Plant Harvest Yield of 102%.
Agrihands are a fairly simple mechanoid, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of additional crops, even if all your human growers are injured or otherwise grumpy.
Agrihands are useful if pawn time, or pawns with enough skill, are limited. In other words: useful if you need to grow more crops. If grow area is limited, then using a human with >10 skill will maximize the return off the finite space. Ideally, you could use both planters and agrihands when sowing crops, and have the mechs enter dormancy during the harvest. You can set an allowed area for agrihands if you need a specific area sowed or cut. With a proper allowed area set, agrihands should never have to get into combat, so they can remain operational no matter how damaged your colonists may be.
As mechanoids are immune to toxicity, agrihands are especially helpful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.
Most non-tree plants take a base of 370 ticks (6.17 secs) to harvest and resow, which becomes 925 ticks (15.42 secs) due to their Plants Work Speed stat. This results in the agrihand being able to grow 64.9 crops per day online.
It takes about 1.98 days for rice to grow in hydroponics, counting the plant resting period. Therefore, an agrihand can manage almost 27 full hydroponics basins of rice (107 plants), enough to power a little more than 1 full sun lamp setup. The agrihand can recharge as soon as it's done sowing. In rich soil, an agrihand can plant 214 rice plants.
Due to blight, travel time, and general inefficiency, actual yield will be smaller. These calculations also assume that recharge is micromanaged and that mechs work under full light all the time. But in a realistic scenario, you don't always need this many crops, and can turn off the agrihand to save on pollution.
For reference, an agrihand can grow enough rice to practically sustain around 10 baseline humans in a temperate biome when cooked into simple meals, even in the Losing is Fun difficulty, and even after accounting for work inefficiencies. With any other crop, the agrihand can sustain much larger fields - a theoretical yield of 805 corn plants in rich soil or 522 psychoid plants in hydroponics, for instance.
Compared to planters
An agrihand's harvest yield, both per plant and per day, can be outstripped by skilled human growers. A skill 10 human working only 8 hours a day will grow the same 27 basins of rice. Humans can become even more efficient if they are equipped with field hands, have the Plants specialist role, and for drugs, the Drug Use: Essential precept.
There's nothing stopping you from using both human and mech labor, or using mechs so that a human grower has more time for other tasks. But other than the pollution cost, mechs may create too much yield, too much to actually use (even traders have silver limits).
- Biotech DLC Release - Added.