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With the Biotech DLC, friendly mechanoids can be gestated. They are controlled by a Mechanitor (pronounced Mek-AN-it-TOR)[1], a pawn who has installed a mechlink.


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.


In order to become a mechanitor, they need a mechlink. Other than 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.

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.

Mechanitor Upgrades[edit]

All mechanitor upgrades are installed like the mechlink itself.

  • 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.
  • Mech gestation processor: Increases 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[edit]

Once you have a mechanitor and the required research, the following is required to begin gestation:

  • 1. The mechanitor must have enough 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, standard, 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[edit]

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 1,800 ticks (30 secs)[Modified?] in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered 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 processors 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[edit]

When "working" (i.e. not drafted), mechs are fully autonomous. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting zones. 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.
  • 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.
  • 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.

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 60,000 ticks (16.67 mins) uncontrolled, they may go feral, joining the enemy mech hive. There is a MTB of 10 in-game days, with a cascade radius of 25 tiles.[Verify]

Mechanoid Summary[edit]

In general, mechanoids 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.


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 wastepacks 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[edit]

Most mechanoids have an effective Skill of 10, but a natural Global Work Speed of 50%. 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:

Final work speed = (Base Work Speed × 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 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 ideoligionContent added by the Ideology DLC with the 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 ×140% increase.

For example, with a work speed of 50%:

Work Speed Mech Boosted Mech Boosted
+ Labor: EnhancedContent added by the Ideology DLC
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.

Raid points[edit]

The market value of mechs, and of any weapons they carry, do count as wealth for raid point calculations. Mechs also contribute towards "pawn points" relative to their mech's combat power. The exact percentage depends on current wealth and can be viewed in the pawn points section. The combat power of all combat mechs can be viewed here.


While 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.

Mech signaling[edit]

Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.

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 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 wastepacks they will produce after recharging.

Bandwidth cost[edit]

The heavier the mechanoid is, the more bandwidth it takes up:

Mechanoid Type Bandwidth Wastepacks Per Recharge
Agrihand, Cleansweeper, Constructoid, Fabricor, Lifter, Militor, Paramedic, Scorcher 1 5
Legionary, Pikeman, Scyther 2 10
Lancer, Tesseron, Tunneler 3 15
Centipede blaster, Centipede burner, Centipede gunner 4 20
Centurion, Diabolus, War queen 5 25

Increasing bandwidth[edit]

Apparel and gear items must be worn, and band nodes must be powered, for bandwidth to actually increase.

Therefore, the maximum bandwidth possible without band nodes, is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of 39.

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 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[edit]

  • Click to
    Mechanoid Class Armor
    Melee DPS[2]
    (Post Hit Chance)
    Ranged weapon Bandwidth Research Cost Cycles Market Value[3]
    Agrihand Agrihand Light 20% / 10% / 200% 0.7 3.4 c/s 4
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Cleansweeper Cleansweeper Light 20% / 10% / 200% 0.3 3.4 c/s 2.31
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Constructoid Constructoid Light 20% / 10% / 200% 0.7 3.4 c/s 3.45
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Lifter Lifter Light 20% / 10% / 200% 0.7 2.8 c/s 2.31
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Militor Militor Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    Mini-shotgun 1 Basic mechtech Steel 50 + Basic subcore 1 1 1800
    Centipede burner Centipede burner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    Inferno cannon 4 High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2600
    Centipede gunner Centipede gunner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    Minigun 4 High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2360
    Diabolus Diabolus Superheavy 75% / 25% / 200% 4 4.5 2.4 c/s 6.92
    Charge blaster turret
    Hellsphere cannon
    5 High mechtech Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 12 3000
    Fabricor Fabricor Light 20% / 10% / 200% 0.7 3.4 c/s 2.31
    - 1 High mechtech Steel 100 + High subcore 1 1 800
    Lancer Lancer Medium 40% / 20% / 200% 1 0.72 4.7 c/s 6
    Charge lance 3 High mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 2555
    Paramedic Paramedic Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    - 1 High mechtech Steel 100 + High subcore 1 1 800
    Pikeman Pikeman Medium 40% / 20% / 200% 1 0.85 2.5 c/s 6
    Needle gun 2 Standard mechtech Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1 2 2600
    Scorcher Scorcher Medium 40% / 20% / 200% 1 0.7 4.5 c/s 6
    Mini-flameblaster 1 Standard mechtech Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 2 2200
    Scyther Scyther Medium 40% / 20% / 200% 1 1.32 4.7 c/s 10
    - 2 Standard mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 1200
    Tunneler Tunneler Heavy 80% / 40% / 200% 3.5 1.5 1.9 c/s 7.59
    - 3 Standard mechtech Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 4 1200
    Centipede blaster Centipede blaster Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    Heavy charge blaster 4 Ultra mechtech Steel 255 + Plasteel 355 + Component 8 + High subcore 1 6 2600
    Centurion Centurion Superheavy 75% / 25% / 200% 3.6 3 1.6 c/s 6
    Charge blaster turret 5 Ultra mechtech Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 12 1600
    Legionary Legionary Medium 40% / 20% / 200% 1 0.72 4.3 c/s 6
    Needle launcher 2 Ultra mechtech Plasteel 100 + Component 6 + High subcore 1 4 2600
    Tesseron Tesseron Medium 40% / 20% / 200% 1 0.72 4.7 c/s 6
    Beam graser 3 Ultra mechtech Plasteel 110 + Component 7 + High subcore 1 4 1344
    War queen War queen Superheavy 75% / 25% / 200% 4 5.2 1.6 c/s 2
    Charge blaster turret 5 Ultra mechtech Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 12 1600
    War urchin War urchin Light 20% / 10% / 200% 0.7 1.3 4.2 c/s 2.31
    Spiner 0 Ultra mechtech Steel 25 1300
    1. Tynan Sylvester Interview, Hot Potato 2022 [1]
    2. Note: This is the actual base average derived from the melee verb system updated in 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
    3. Note: This value includes that of the weapon it spawns with.
  • Version history[edit]