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{{Biotech}}
 
{{Biotech}}
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{{Stub}}
 
{{infobox main|none
 
{{infobox main|none
 
| name = Lifter
 
| name = Lifter
| image = Lifter east.png
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| image =  
 
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
 
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
 
| type = Mechanoid
 
| type = Mechanoid
| marketvalue = 800
 
 
| movespeed = 2.8
 
| movespeed = 2.8
 
| armorblunt = 10
 
| armorblunt = 10
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| 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 = 2500
 
| lifespan = 2500
 
| attack1dmg = 6
 
| attack1dmg = 6
 
| attack1type = Blunt
 
| attack1type = Blunt
 
| attack1cool = 2.6
 
| attack1cool = 2.6
| attack1part = Head
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| attack1part =  
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| attack5chancefactor =
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
<!-- Creation -->
 
| research = Basic mechtech
 
| production facility 1 = Mech gestator
 
| gestation cycles = 1
 
| resource 1 = Steel
 
| resource 1 amount = 50
 
| resource 2 = Basic subcore
 
| resource 2 amount = 1
 
 
}}
 
}}
 
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
== Acquisition ==
 
{{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.
 
 
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.
 
  
 
== Summary ==
 
== Summary ==
{{Mechanoid Summary}}
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Lifters 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 recharge in a [[mech recharger]] (50% power/day), creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
 
 
Dead lifters 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 lifter.
 
 
 
=== Combat ===
 
Lifters 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, lifters are never found in mechanoid [[raid]]s.
 
 
 
=== As an ally ===
 
Mechs under player control require power: lifters 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]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
 
  
=== Work ===
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As mechanoids, they do not need to eat, sleep, or recreate, but must use power. They use 10% power/day while actively working and 3% power/day when idle. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.
{{Stub|section=1|reason=Verify full list of possible tasks in light of [[Version/1.4.3534|1.4.3534]] changelog}}
 
Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at {{P|Move Speed Base}} cells/s, which is roughly {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} as fast as a baseline human.
 
  
You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can place some concrete blueprints on top of trees. Same can be done with [[Constructoid|Constructoids]].
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Lifters will do most tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at 2.8 cells/s, which is roughly 60% as fast of a baseline human.
  
 
== Analysis ==
 
== Analysis ==
Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s.
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Lifters have the unique benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. Multiple lifters may be created. Their lack of [[mood]] is useful for picking up far away items and [[corpse]]s (though they can't [[electric crematorium|cremate]] or [[grave|bury]] themselves).
 
 
Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if [[Randy Random|Randy]] decides to drop a pack of [[manhunter]]s right on top of them.
 
  
===Comparison to dryads===
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Compared to [[Carrier]] [[dryads]]{{IdeologyIcon}}, lifters move faster, and carriers need to sleep; lifters can work for longer before needing to charge. At minimum, mechs will work for 83% of the time (10 days of work, 2 days recharge), and they can be turned off when not required.
Compared to the [[Carrier]] [[dryad]]{{IdeologyIcon}}, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. However, lifters require [[Research#Electricity|Electricity]] and a [[mechanitor]] to function, and create [[pollution]]. Meanwhile, carriers are available from the neolithic era.
 
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Mech_Light}}
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{{Animal Health Table}}
 
 
== Gallery ==
 
<gallery>
 
Lifter east.png| Age 0-99 Lifter facing east
 
Lifter north.png| Age 0-99 Lifter facing north
 
Lifter south.png| Age 0-99 Lifter facing south
 
</gallery><gallery>
 
LifterAncient east.png| Age 100+ Lifter facing east
 
LifterAncient north.png| Age 100+ Lifter facing north
 
LifterAncient south.png| Age 100+ Lifter facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.
 
* [[Version/1.4.3534|1.4.3534]] - Added more allowed work types to lifter mechs. Can now do [[electric crematorium|cremation]].
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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