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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}} | ||
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=== Combat === | === Combat === | ||
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As a labor-focused mech, agrihands are never found in mechanoid [[raid]]s. | As a labor-focused mech, agrihands are never found in mechanoid [[raid]]s. | ||
− | + | ==As an ally== | |
+ | {{PAGENAME}}s are light mechanoids. 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 [[gestation cycle]]. Mechanoids can be fully repaired at the cost of power and nothing else. A dead agrihand can be resurrected for {{icon small|steel}} 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. | ||
===Work=== | ===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%. | + | 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 default [[Plant Work Speed]] of 80%, and [[Global Work Speed]] of 50%. This results in a Plant Work Speed stat of 40%, which is {{%|40 / 123 round 3}} as fast as a human of skill 10. |
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− | However, they have a | ||
== 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, even if all your human growers are [[injury|injured]] or otherwise [[mood|grumpy]]. |
− | 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 | + | 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 an [[allowed area]] set, agrihands should never 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. | 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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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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== Gallery == | == Gallery == |