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| research = Basic mechtech | | research = Basic mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 50 | | resource 1 amount = 50 | ||
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A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''agrihand''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
− | + | == Summary == | |
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− | == Summary == | ||
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | + | ===Work=== | |
+ | {{PAGENAME}}s 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 {{Required Resources}}, 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. | |
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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. | ||
− | + | 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% | ||
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== Analysis == | == Analysis == | ||
− | Agrihands are | + | 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 additional 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 | + | 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 a [[zone]] for agrihands if you need a specific area sowed or cut. |
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. | 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. | ||
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===Yield calculation=== | ===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.]] | [[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. | + | 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. | + | 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. For reference, this is enough food to ''practically'' sustain over 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. |
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+ | For any other crop, the agrihand can sustain much larger fields - a theroetical 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. | ||
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. | 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. | ||
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===Compared to planters=== | ===Compared to planters=== | ||
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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). | 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). | ||
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== Version history == | == Version history == |