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Latest revision | Your text | ||
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| flammability = 0 | | flammability = 0 | ||
| marketvalue = 1200 | | marketvalue = 1200 | ||
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| armorblunt = 40 | | armorblunt = 40 | ||
| armorsharp = 80 | | armorsharp = 80 | ||
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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 == | ||
− | + | As mechanoids, tunnelers 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. | |
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− | === | + | ===Work=== |
− | Once made, they recharge in a [[large mech recharger]] (50% power/day), creating 15 [[wastepack]]s whenever the recharger's waste is filled up. | + | Tunnelers are a heavy mechanoid, and require [[Research#High Mechtech|High Mechtech]] to create. They are created from a [[large mech gestator]] with {{Required Resources}}, taking up 3 [[bandwidth]] from a [[mechanitor]]. They must gestate for 4 cycles 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. |
− | + | Tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They cannot be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, but with a [[Global Work Speed]] of 150%. | |
− | Tunnelers will do tasks associated with the Mining tab, though are unable to use [[deep drill]]s. They cannot be manually controlled, except when drafted for combat. They have an effective Mining skill of 10, but with a [[Global Work Speed]] of 150%. | ||
− | + | ===Combat=== | |
+ | 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. | ||
+ | <!-- Just gonna comment out this info until someone more experienced than myself properly incorporates it into the article -Vilo | ||
+ | <bulletStaggerDelayTicks>120</bulletStaggerDelayTicks> | ||
+ | <bulletStaggerSpeedFactor>0.2</bulletStaggerSpeedFactor> | ||
+ | <bulletStaggerIgnoreBodySize>true</bulletStaggerIgnoreBodySize> | ||
+ | <bulletStaggerEffecterDef>TunnelerSlowedDown</bulletStaggerEffecterDef> --> | ||
== Analysis == | == Analysis == | ||
+ | {{Stub|section=1|reason=Combat potential as tank/melee}} | ||
Tunnelers are useful for mass mining operations, whether it is expanding out your mountain base or mining mineral lumps found using a [[long-range mineral scanner]]. Mechanoids are not subject to illness or mental breaks, and only recharge for 2 days out of every 12. | Tunnelers are useful for mass mining operations, whether it is expanding out your mountain base or mining mineral lumps found using a [[long-range mineral scanner]]. Mechanoids are not subject to illness or mental breaks, and only recharge for 2 days out of every 12. | ||
=== Work Speed === | === Work Speed === | ||
− | {{recode|section=1|reason=Add the actual mining speed stat | + | {{recode|section=1|reason=Add the actual mining speed stat for direct comparison to human miners to the table. If it is already in mining speed and work speed, convert language to reflect that}} |
The following table summarizes the work speed effects of operating within the influence of a [[mech booster]] and having [[control sublink (standard)|control sublink]]s installed by the Mechanitor. | The following table summarizes the work speed effects of operating within the influence of a [[mech booster]] and having [[control sublink (standard)|control sublink]]s installed by the Mechanitor. | ||
All values are for 50%+ lighting conditions. | All values are for 50%+ lighting conditions. | ||
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A colonist's work speed is based on their [[Mining Speed]] stat. At about skill 13, a normal colonist with no traits or health conditions will mine as fast as a tunneler operating without a Mech Booster or Sublink bonus. A similar colonist at skill 18 mines roughly 97% as fast a mech-boosted Tunneler with no Sublink bonuses. Installing a [[Drill arm]] allows a Skill 5 pawn to mine faster than an unboosted Tunneler.{{Check Tag|Mining Specialist?}} | A colonist's work speed is based on their [[Mining Speed]] stat. At about skill 13, a normal colonist with no traits or health conditions will mine as fast as a tunneler operating without a Mech Booster or Sublink bonus. A similar colonist at skill 18 mines roughly 97% as fast a mech-boosted Tunneler with no Sublink bonuses. Installing a [[Drill arm]] allows a Skill 5 pawn to mine faster than an unboosted Tunneler.{{Check Tag|Mining Specialist?}} | ||
− | === Mining Yield === | + | ===Mining Yield=== |
− | Tunnelers appear to have no special modifiers to [[Mining Yield]], meaning that they function identically to a Skill 10 Colonist for this purpose. Higher skilled colonists will extract | + | Tunnelers appear to have no special modifiers to [[Mining Yield]], meaning that they function identically to a Skill 10 Colonist for this purpose. Higher skilled colonists will extract but the increase isn't very large until very high skill levels. A healthy, level 20 human miner has the maximum possible mining yield of 113% compared to the 102% of the tunneler. For maximum resources, leave ores for higher skill colonists, if present, to mine. However, it may be more useful to get a place dug out ''now'' then to get a little more ore. |
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− | + | Conversely, a lower mining yield will slightly lower the amount of [[stone chunk]]s that have to be hauled out of a mountain base. The difference is too small to notice either way. | |
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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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* [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | * [[Version/1.4.3531|1.4.3531]] - Increased armor values from 40/20/200 to 80/40/200 | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |