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{{Biotech|No category}}
 
{{Biotech|No category}}
{{stub|No category|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}}
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{{stub|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}}
  
 
With the [[Biotech DLC]], '''friendly mechanoids''' can be gestated. They are controlled by a '''Mechanitor''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]</ref>, a pawn who has installed a [[mechlink]].
 
With the [[Biotech DLC]], '''friendly mechanoids''' can be gestated. They are controlled by a '''Mechanitor''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]</ref>, a pawn who has installed a [[mechlink]].
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Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that can't do Smithing can't actually gestate/repair mechs. Also, pawns with [[trauma savant]] can't summon a [[diabolus]] from the [[comms console]]. You must have another mechanitor call it in, or wait for diaboli to spawn in high level mechanoid raids.
 
Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that can't do Smithing can't actually gestate/repair mechs. Also, pawns with [[trauma savant]] can't summon a [[diabolus]] from the [[comms console]]. You must have another mechanitor call it in, or wait for diaboli to spawn in high level mechanoid raids.
 
=== Mechanitor Upgrades ===
 
All mechanitor upgrades are installed like the mechlink itself.
 
* [[Control sublink]]: Increases work speed by {{+|6%}} per sublink, and increases control groups by {{+|1}}, to a cumulative max bonus of {{+|6}} additional control groups and {{+|36%}} work speed.
 
** [[Standard control sublink]]s can be installed 3 times.
 
** [[High control sublink]]s can be installed 3 times on pawns with 3 standard sublinks already installed.
 
* [[Mech gestation processor]]: Increases [[Mechanoid creation#Acquisition|mech gestation]] speed by 33.3% per implant. Can be installed up to 6 times.
 
* [[Remote repairer]]: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.
 
* [[Remote shielder]]: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.
 
* [[Repair probe]]: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.
 
  
 
== Mechanoid Creation ==
 
== Mechanoid Creation ==
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* 1. The mechanitor must have enough [[#Bandwidth|bandwidth]] to support the mech at the time of creation.
 
* 1. The mechanitor must have enough [[#Bandwidth|bandwidth]] to support the mech at the time of creation.
* 2. You must have enough resources to create the mech. Notably, all mechs require a subcore ([[basic subcore|basic]], [[standard subcore|standard]], [[high subcore|high]]). Basic subcores can be crafted at a [[subcore encoder]], while high subcores require killing a human with a [[subcore ripscanner]].
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* 2. You must have enough resources to create the mech. Notably, all mechs require a subcore ([[basic subcore|basic]], [[standard subcore|standard]], [[advanced subcore|advanced]]). Basic subcores can be crafted at a [[subcore encoder]], while advanced subcores require killing a human with a [[subcore ripscanner]].
* 3. After being "built" for a tiny amount of a mechanitor's work, mechs must gestate for a while at a [[mech gestator]] or [[large mech gestator]] (depending on the mech).
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* 3. After being "built" for a tiny amount of a mechanitor's work work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]] (depending on the mech).
  
 
Gestation time is measured in cycles - larger mech require more cycles.
 
Gestation time is measured in cycles - larger mech require more cycles.
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If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur.
 
If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur.
 
== Controlling Mechanoids ==
 
{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}}
 
 
When "working" (i.e. not [[draft]]ed), mechs are fully autonomous. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:
 
*'''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.
 
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
 
*'''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.
 
 
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders cannot be changed. Mechs can be rezoned regardless of the state of the mechanitor, allowing for them to be imprecisely controlled even when the mechanitor is having a mental break.
 
 
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.
 
 
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.
 
 
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After 1 game-day, or {{ticks|60000}} uncontrolled, they may go feral, joining the enemy [[mech hive]]. There is a {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}
 
  
 
==Mechanoid Summary==
 
==Mechanoid Summary==
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The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards "[[raid points#Pawn points|pawn points]]" relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section. The combat power of all combat mechs can be viewed [[Mechanoid hive#Pawns|here]].
 
The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards "[[raid points#Pawn points|pawn points]]" relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section. The combat power of all combat mechs can be viewed [[Mechanoid hive#Pawns|here]].
  
==Research==
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== Behaviour ==
While [[Research#Basic Mechtech|Basic Mechtech]] can be researched as soon as you have a mechanitor, to research more advanced technology, you'll need to kill certain mechanoid bosses.  
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{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}}
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When "working" (i.e. not [[draft]]ed), mechs are fully autonomous. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:
 +
*'''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.
 +
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
 +
*'''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.
  
* In order to research [[Research#Standard Mechtech|Standard Mechtech]], you must fight a [[Diabolus]] and study its [[signal chip]].
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Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders cannot be changed. Mechs can be rezoned regardless of the state of the mechanitor, allowing for them to be imprecisely controlled even when the mechanitor is having a mental break.
* In order to research [[Research#High Mechtech|High Mechtech]], you must fight a [[War queen]] and study its [[powerfocus chip]].
 
* In order to research [[Research#Ultra Mechtech|Ultra Mechtech]], you must fight an [[Apocriton]] and study its [[nano structuring chip]].
 
  
=== Mech signaling ===
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Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.  
 
  
* [[Diabolus]] - Powered [[comms console]]
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Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.
* [[War queen]] - [[Mechband antenna]]
 
* [[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.
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If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After 1 game-day, or {{ticks|60000}} uncontrolled, they may go feral, joining the enemy [[mech hive]]. There is a {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}
  
 
== Bandwidth ==
 
== Bandwidth ==
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Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth cost also dictates how many [[toxic wastepack]]s they will produce after recharging.
 
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth cost also dictates how many [[toxic wastepack]]s they will produce after recharging.
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=== List of Bandwidth Costs ===
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{{Mech Bandwidth}}
  
 
=== Bandwidth cost ===
 
=== Bandwidth cost ===
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* [[Mechlord helmet]]: {{+|12}}
 
* [[Mechlord helmet]]: {{+|12}}
 
* [[Mechlord suit]]: {{+|12}}
 
* [[Mechlord suit]]: {{+|12}}
 
Therefore, the maximum bandwidth possible without band nodes, is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of {{Good|{{#expr:6+9+12+12}}}}.
 
 
To connect to a band node, select a band node, click the '''Tune to...''' button and select an available Mechanitor. Tuning for the first time lasts '''5 seconds''', re-tuning lasts '''3 days'''. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor [[Death|dies]]. When band nodes no longer receive [[power]], they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected [[mechanoids]].
 
  
 
== List of Controllable mechanoids ==
 
== List of Controllable mechanoids ==

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