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− | {{Biotech}} | + | {{Biotech}}{{Stub}} |
− | {{About|the mechanoid | + | {{About|the mechanoid|other uses|Tunneler{{!}}the disambiguation page}} |
{{infobox main|none| | {{infobox main|none| | ||
| name = Tunneler | | name = Tunneler | ||
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| flammability = 0 | | flammability = 0 | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
− | + | | armorblunt = 20 | |
− | | armorblunt = | + | | armorsharp = 40 |
− | | armorsharp = | ||
| armorheat = 200 | | armorheat = 200 | ||
| min comfortable temperature = -100 | | min comfortable temperature = -100 | ||
| max comfortable temperature = 250 | | max comfortable temperature = 250 | ||
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| bodysize = 3.5 | | bodysize = 3.5 | ||
| healthscale = 1.5 | | healthscale = 1.5 | ||
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| lifespan = | | lifespan = | ||
| attack1dmg = 22 | | attack1dmg = 22 | ||
− | | attack1type = | + | | attack1type = Blunt |
| attack1cool = 2.9 | | attack1cool = 2.9 | ||
| attack1part = left power claw | | attack1part = left power claw | ||
| attack2dmg = 22 | | attack2dmg = 22 | ||
− | | attack2type = | + | | attack2type = Blunt |
| attack2cool = 2.9 | | attack2cool = 2.9 | ||
| attack2part = right power claw | | attack2part = right power claw | ||
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<!-- Creation --> | <!-- Creation --> | ||
| research = Standard mechtech | | research = Standard mechtech | ||
− | | production facility 1 = | + | | production facility 1 = Mech gestator |
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 150 | | resource 1 amount = 150 | ||
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}} | }} | ||
A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | A '''tunneler''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. | ||
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== Summary == | == Summary == | ||
− | + | Tunnelers are a heavy mechanoid. They are created from a [[large mech gestator]] with ??, taking up 3 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycles (default 1.8 game days per cycle) to be made. Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | |
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− | + | In combat, tunnelers have a shield (equivalent to a [[shield belt]]) of 250 power. They can also emit smoke, though with a cooldown of 15 days. They have a melee attack. Its weakness is that each time it takes damage, it slows for a few seconds - this means that when tunnelers attack you, even if you can’t kill them quickly, you can intelligently kite them by falling back from your position to escape the blocking smoke, maintain distance and slowly whittle the tunnelers down. | |
− | + | tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They can't be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, with a [[Global Work Speed]] of 150%. | |
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− | + | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | |
− | + | <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | |
− | + | <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | |
− | + | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> | |
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== Analysis == | == Analysis == | ||
− | Tunnelers are useful for mass mining operations, | + | Tunnelers are useful for mass mining operations, whenever it's expanding out your mountain base or using a [[long-range mineral scanner]]. As mountinous bases tend to have pawns great at mining, which limits the former use. |
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
− | * [[Biotech DLC]] Release - Added | + | * [[Biotech DLC]] Release - Added. |
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |