|This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled.|
A light mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Move Speed
- 3.4 c/s
- Body Size
- 18 kg
- Pack Capacity
- 10.5 kg
- Carrying Capacity
- 23 kg
- Filth Rate
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
6 dmg (Blunt)
2.6 second cooldown
- Average DPS
- Required Research
- Basic mechtech
As mechanoids, every cleansweeper is immune to fire, Flame and Heat damage, toxic buildup, and temperature extremes, despite having Comfortable Temperatures defined. 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).
They are created from a standard mech gestator with 50 Steel, 1 Basic subcore, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. Mechanoids can be fully repaired at the cost of power and nothing else. A dead cleansweeper can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: cleansweepers 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.
Cleanswepers clean, at 50% of a base human's speed. They can't be manually controlled, except when drafted for combat. Like other pawns, they can only clean in the designated home area. They also move slower than a human, at 3.4 cells/s.
Cleansweepers do one thing well, and that is to neaten out your colony. Dirt is ugly to look at, and will lower a room's impressiveness. As impressive rooms directly help a colonist's mood, a dedicated cleaner really helps with making your pawns happy. In addition, dirty cooking areas can cause food poisoning, and treating wounds in a dirty room makes infection more likely. It is quite cheap, too, once you get the infastructure - one cleansweeper is all you really need for a small to medium sized base.
You may want to set a zone to control where the cleansweeper goes. Otherwise, it can waste its time cleaning outside.
Consider installing a mech booster in areas likely to see high areas of filth, to improve how quickly Cleansweepers are able to function. Kitchens and hospitals make good candidate locations.
Compared to humans
A cleaner robot serves to take place of a human.
If you have an excess of human labor, then the mech might be redundant. However, this could also mean you haven't assigned enough tasks. Conversely, they are most valuable when colonists are in short supply, such as in The Mechanitor start. Cleaners also have the advantage of working longer, and not being impacted by mood itself - it won't be bothered by corpses, for example.
An extra hand is also helpful after combat, where many of your colonists are bleeding out. Not only will they not be able to clean, but the blood itself needs to be cleared.
Specify body type when known.
(left, right, fore, hind)
(left, right, fore, hind)
- Located inside of Head.
- Located inside of Body.
- Biotech DLC Release - Added.
- 1.4.3534 - Cleansweepers are now basic mechs: Research requirement changed from Standard mechtech - > Basic mechtech. Recipe changed from 1 + 100 -> 1 + 50