Constructoid

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Constructoid

Constructoid

A small mechanoid designed to perform construction tasks. It is equipped with a small slug gun for light defense. It can also perform blunt melee attacks if necessary.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Apparel

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Bandwidth
1
Move Speed
3.4 c/s
"?" is not a number.
Health Scale
?
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Life Expectancy
2500
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Torso
15 dmg (Blunt)
22% AP
2.9 second cooldown
Average DPS
3.21

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Resources to make
Steel 50 + Basic subcore 1

A constructoid is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, every constructoid 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).

Work

Constructoids are light mechanoids. Mechs in general count as a partial pawn in terms of raid points, and still contribute towards wealth.

They are created from a standard mech gestator with Steel 50 Steel, Basic subcore 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 constructoid can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: constructoids 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.

Constructoids will do tasks associated with the Construction tab; they can't be manually controlled, except when drafted. They have an effective Construction skill of 10, but a Construction Speed of 25%. Constructoids will also move items to start working on a blueprint, moving at 3.4 cells/s, which is slower than a human.

Combat

Constructoids can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

Analysis

Due to the construction speed of 25%, constructoids are inferior to a skilled pawn. However, they have the advantages of being a mech, without the need for food, recreation, or rest, and being able to be built en-masse.

With a skill of 10, they can build almost any skill-locked building, and a healthy constructoid's Construct Success Chance will be at 100% (so can't botch a building). Constructoids are useful for building a lot of things without quality, such as walls and floors. Even if you have colonists better at Construction, the mech will help save work time. Urgent buildings, and buildings with quality (like armchairs), should still be left for skilled humans. In order to control where they build, you can set a zone for them.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  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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