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− | {{Biotech | + | {{Biotech}} |
− | + | '''Mechanitors''' are used to control [[mechanoid]]s in the [[Biotech (DLC)| Biotech DLC]]. | |
− | + | ==Mechlink== | |
+ | Colonists can become mechanitors through a [[mechlink]], which can be obtained in the following ways: | ||
+ | *[[Scenario system#The_Mechanitor|Starting out]] with one | ||
+ | *Destroying an Ancient Exostrider. This allows you to call in a mechanoid ship, with an extractable mechlink and some hostile mechanoids. | ||
+ | *The "discovered mechinator complex" quest. | ||
− | + | Outside of starting with a mechlink, obtaining one will have you extracting it from the long-dead [[corpse]] of an ancient mechanitor. | |
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− | + | Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist at once, and function normally. Mechanoids may be transfered to different mechanitors. | |
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− | + | ==Summary== | |
+ | Mechanitors are required to control, build, and repair your allied [[mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail). | ||
− | + | They can't tame mechanoids that are already hostile. | |
− | === | + | ===Mechanoid Control=== |
− | + | Once built, mechs may be drafted like a colonist. However, they may only be controlled if their destination is within a 25-tile radius from their mechanitor. In addition, the mechanitor must be controllable by the player, e.g. not [[downed]] and not under a [[mental break]]. Mechs can be drafted outside of this range, where they can defend themselves and carry out combat commands that were already ordered. | |
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− | + | Outside of combat, mechs are put into '''control groups'''. Each group can then be assigned to one of four orders: | |
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*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left. | *'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left. | ||
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left. | *'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left. | ||
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*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution. | *'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution. | ||
− | + | Orders may be changed so long as the mechanitor and their mechs are in the same map. If they are seperated, mechs will continue to do their tasks without a problem, but control groups and their orders can not be changed. Mechs won't leave or become hostile if the mechanitor is away. | |
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− | + | By default, each mechanitor has 2 groups available. Control groups can be increased by wearing a [[control pack]] or installing a [[control sublink]]. Both [[control sublink (standard)]] and [[control sublink (high)]] may be installed multiple times; 3 for standard, and a further 3 for high (on top of 3 standard sublinks). | |
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− | + | ==Bandwidth== | |
+ | '''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives +6 bandwidth. To increase it, you must build or craft items. | ||
− | + | Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth then decreases below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony. | |
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− | + | ===Bandwidth Cost=== | |
+ | The heavier the mechanoid is, the more Bandwidth it takes up: | ||
+ | *1: [[Lifter]], [[Militor]], [[Cleansweeper]], [[Paramedic]], [[Fabricor]] | ||
+ | *2: [[Scyther]], [[Pikeman]], [[Scorcher]], [[Lancer]], [[Legionary]] | ||
+ | *3: [[Tunneler]], [[Tesseron]] | ||
+ | *4: [[Centipede]] (all) | ||
+ | *5: [[Centurion]], [[Diabolus]], [[War queen]] | ||
− | === | + | ===Increasing Bandwidth=== |
− | + | Apparel items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase. | |
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− | + | *[[Mechlink]]: +6 | |
− | + | *[[Band node]]: +1 | |
+ | *[[Airwire headset]]: +3 | ||
+ | *[[Array headset]]: +6 | ||
+ | *[[Bandwidth pack]]: +6 | ||
+ | *[[Mechcommander helmet]]: +6 | ||
+ | *[[Integrator headset]]: +9 | ||
+ | *[[Mechlord helmet]]: +12 | ||
+ | *[[Mechlord suit]]: +12 | ||
− | + | ==Mech Signaling== | |
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Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo. | Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo. | ||
− | * [[Diabolus]] - Powered [[comms console]] | + | *[[Diabolus]] - Powered [[comms console]] |
− | * [[War queen]] - [[Mechband antenna]] | + | *[[War queen]] - [[Mechband antenna]] |
− | * [[Apocriton]] - [[Mechband dish]] | + | *[[Apocriton]] - [[Mechband dish]] |
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss. | Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss. | ||
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== Version history == | == Version history == | ||
− | * [[Biotech DLC]] | + | * [[Biotech DLC]] Release - Added. |
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− | + | NAV AND CATEGORIES GO HERE. |