Editing Agrihand

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Biotech}}
+
{{Biotech}}{{Stub}}
 
{{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}}
 
{{About|the mechanoid from the [[Biotech DLC]]|the [[artificial body part]] from the [[Royalty DLC]]|Field hand}}
 
{{infobox main|none|
 
{{infobox main|none|
Line 14: Line 14:
 
| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
| bandwidth = 1
 
 
| bodysize = 0.7
 
| bodysize = 0.7
 
| healthscale =  
 
| healthscale =  
 +
| hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details -->
 
| lifespan =  
 
| lifespan =  
| attack1dmg = 8
+
| attack1dmg =  
| attack1type = Cut
+
| attack1type =  
| attack1cool = 2
+
| attack1cool =  
| attack1part = Right blade
+
| attack1part =  
| attack2dmg = 8
+
| attack1chancefactor =  
| attack2type = Stab
 
| attack2cool = 2
 
| attack2part = Right blade
 
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
 
<!-- Creation -->
 
<!-- Creation -->
 
| research = Basic mechtech
 
| research = Basic mechtech
 
| production facility 1 = Mech gestator
 
| production facility 1 = Mech gestator
| gestation cycles = 1
 
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 50
 
| resource 1 amount = 50
Line 38: Line 34:
 
A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
  
== Acquisition ==
+
== Summary ==
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
+
As mechanoids, agrihands are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
  
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
+
{{PAGENAME}}s are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], 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 agrihand can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant.
  
== Summary ==
 
{{Mechanoid Summary}}
 
 
Dead agrihands may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the agrihand.
 
 
=== Combat ===
 
Agrihands can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
 
As a labor-focused mech, agrihands are never found in mechanoid [[raid]]s.
 
 
=== 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 [[wastepack]]s whenever the recharger's waste is filled up.
 
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 [[wastepack]]s whenever the recharger's waste is filled up.
  
===Work===
+
Agrihands will automatically perform tasks under the [[Work#Grow|Grow]] and [[Work#Plant cut|Plant Cut]] [[work]] types; they can't be manually controlled, except when [[draft]]ed for combat. They have an effective [[Plants (skill)|Plants skill]] of 10, resulting in [[Plant Harvest Yield]] of 102% however their [[Plant Work Speed]] is capped at 40%.
Agrihands will automatically perform tasks under the [[Work#Grow|Grow]] and [[Work#Plant cut|Plant Cut]] [[work]] types; they can't be manually controlled, except when [[draft]]ed for combat. They have an effective [[Plants (skill)|Plants skill]] of 10, resulting in [[Plant Harvest Yield]] of 102%.
 
 
 
However, they have a base [[Plant Work Speed]] ''set'' to 80%, and a further [[Global Work Speed]] modifier of 50%. This results in a Plant Work Speed stat of 40%, which is {{%|40 / 123 round 2}} as fast as a human of skill 10.
 
  
 
== Analysis ==
 
== Analysis ==
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 [[injury|injured]] or otherwise [[mood|grumpy]].
+
{{stub|section=1|reason=A better analysis of break even points is possible as is a lot of general expansion}}
 
+
Agrihands are fairly simple, 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 crops.  
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 [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.
 
 
 
===Yield calculation===
 
[[File:Agrihand_theoretical.png|400px|left|thumb|Theoretical yield of an agrihand working 5/6 days.<br>Top Left: [[Rice plant|Rice]] in [[hydroponics]]. Bottom Left: Rice in rich soil.<br>Right: [[Corn plant|Corn]] in rich soil.]]
 
Most non-tree plants take a ''base'' of {{ticks|370}} to harvest and resow, which becomes {{ticks|370/.4}} due to their Plants Work Speed stat. This results in the agrihand being able to grow {{#expr:60000/(370/.4) round 1}} 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 {{#expr:(60000*.4/370)*(1.98/4)*(5/6) round 0}} full [[hydroponics]] ''basins'' of [[rice plant|rice]] ({{#expr:(60000*.4/370)*1.98*(5/6) round 0}} 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 {{#expr:(60000*.4/370)*(3.96)*(5/6) round 0}} 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 meal]]s, 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 {{#expr:(60000*.4/370) * 14.9 * 5/6 round 0}} [[corn plant]]s in rich soil or {{#expr:(60000*.4/370) * 9.66 * 5/6 round 0}} [[psychoid plant]]s 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 {{#expr:(60000/370)*(1.98/4)*(8/24) round 0}} basins of rice. Humans can become even more efficient if they are equipped with [[field hand]]s{{RoyaltyIcon}}, have the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}}, and for drugs, the [[Ideoligion#Drug_use|Drug Use: Essential]] precept{{IdeologyIcon}}.  
 
  
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 [[wealth management|too much]] yield, too much to actually use (even [[trader]]s have silver limits).
+
However, with a [[Plant Work Speed]] of 40% and [[Plant Harvest Yield]] of 102%, their harvest yield, both per plant and per day, can be outstripped by skilled human growers. Humans can become even more efficent if they are equipped with [[field hand]]s{{RoyaltyIcon}}, have the [[Ideoligion#Plants specialist|Plants specialist role]]{{IdeologyIcon}}, and for drugs, the [[Ideoligion#Drug_use|Drug Use:Essential]] precept. There's nothing stopping you from using both human and mech labor, though other than the [[pollution]] cost, it may be [[wealth management|too much]] yield.
  
== Health ==
+
Therefore, they are a tradeoff - agrihands can fill the gap 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 maximise the return off the finite space. Ideally, you could use both planters and agrihands outside of harvest, and have the mechs enter dormancy during the harvest. You can set a [[zone]] for agrihands if you need a specific area sowed or cut.
===Body Parts (Summary)===
 
{{Animal Health Table|Mech_Agrihand}}
 
  
== Gallery ==
+
As mechanoids are immune to toxicity, agrihands are especially useful for growing [[toxipotato]]es and other plants in polluted soil - which you may cause by using mechanoids in the first place.
<gallery>
 
Agrihand east.png| Age 0-99 Agrihand facing east
 
Agrihand north.png| Age 0-99 Agrihand facing north
 
Agrihand south.png| Age 0-99 Agrihand facing south
 
</gallery><gallery>
 
AgrihandAncient east.png| Age 100+ Agrihand facing east
 
AgrihandAncient north.png| Age 100+ Agrihand facing north
 
AgrihandAncient south.png| Age 100+ Agrihand facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: