Fabricor

From RimWorld Wiki
Jump to navigation Jump to search

Fabricor

Fabricor

A small work mechanoid designed to craft all manner of manufactured objects. It is equipped with a small slug gun for light defense.

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
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
6 dmg (Blunt)
9% AP
2.6 second cooldown
Average DPS
1.43

Creation

Crafted At
Mech gestator
Required Research
High mechtech
Resources to make
Steel 100 + High subcore 1
Technical
weaponTags
MechanoidGunSlugthrower


A fabricor is a mechanoid added by the Biotech DLC.

Summary

As mechanoids, every fabricor 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

Fabricors 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 100 Steel, High subcore 1 High 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 Fabricor can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.

Mechs under player control require power: Fabricors 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.

Fabricors will do most tasks associated with Crafting, Tailoring, Smithing, and Cooking. They have an effective skill of 10 (in all skills), but a Global Work Speed modifier of 50%, producing items 50% slower without items like the mech booster. If forced to haul (to create items), Fabricors are slower than humans, moving at 3.4 cells/s. Fabricors are also equipped with a slugthrower for defense. In the settings for bills, the worker field can be set to "Any Mech", which will only allow mechs to work the bill in question.

Analysis

Fabricors are best at menial crafting for items that are not subject to quality modifiers, such as fabricating components and advanced components, synthesizing drugs, assembling mortar shells, or carving up stone blocks. With a skill of 10, Fabricors have the minimum possible chance to cause food poisoning. Colonies may have dedicated crafters with 10+ skill by the time Fabricors are created - skilled humans can be reserved for creating weapons, apparel, and other items.

Consider the addition of a mech booster to workshops where Fabricors will be frequently located. More than other mech types, it is easy to dictate where a Fabricor will spend the majority of its time operating, allowing them to fully utilize the mech booster's work speed buff.

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.

Version history

  • Biotech DLC Release - Added.
  • 1.4.3534 - Given ability to do Cooking tasks.
  • 1.4.3535 - Fix: Food poisoning chance is 100% for fabricors.