Field hand

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Field hand

Field hand

This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
425 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Knuckle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 60 + Component 8
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
ImplantEmpireCommon, FieldHand
tradeTags
ImplantEmpireCommon


The field hand is an artificial body part that provides both the functionality of a normal hand, while also increasing Plant work speed by 160% and inflicting a -8% Moving penalty.

This is a hand replacement, and cannot be installed in a bionic or archotech arm.

Acquisition

Field hands can be made at a machining table once Specialized Limbs has been researched. Crafting one requires Steel 60 Steel, Component 8 Componentss, 15,000 ticks (4.17 mins) of work and a crafting skill of 5.

They can also be bought from Outlanders and Empire settlements.

Summary

Summary stuff goes here

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 4.

Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

It's a niche hand replacement that is good for pawns that spend most of their time growing. The effect is especially potent for pawns with traits that modify global work speed, as the +160% bonus is added before multiplicative modifiers.

Example: a healthy pawn with a plants skill of 12 (x146%), a single field hand(+160%), a combination of very neurotic and industrious traits (x(40+35)%) in a lit environment will have: (100% + 160%) x 146% x 175% = 664% plant work speed. This makes sowing and harvesting crops and trees very fast, while adding a second field hand results in a whopping (100% + 320%) x 146% x 175% = 1073% plant work speed, making work on simple crops like rice or grass cutting almost instant. Tree sowing and harvesting will take roughly the same amount of time that it would take an average worker to sow rice. Installing two field hands on a single pawn is quite an overkill, unless one needs a large amount of plant work done quickly for some reason.

The drill arm, a mining-oriented counterpart, has the same behaviour in terms of bonus speed calculation.

Unless replacing a missing or wooden hand, the field hand does not improve manipulation and thus has no effect on Plant Harvest Yield. A colonist with a bionic arm, by comparison, will spend more time per plant but generate slightly more output with each harvest.

The moving penalty predominately slows move speed but also decreases melee dodge chance and hunting stealth. Note that move speed calculation applies penalties from armor before the scaling to moving capacity - so while an otherwise unencumbered dual-field handed pawn will be 0.74c/s slower than a regular unencumbered pawn, the field handed pawn in cataphract armor will only be 0.61c/s slower than an cataphract-suited unmodified pawn. That is, the qualitative 16% reduction in move speed is maintained, so the larger the move speed penalty, the closer modified and unmodified pawns become quantitatively.

Combat

Its attacks have 13% AP and 4.50 DPS.

Version history

  • Royalty DLC initial release - Added
  • 1.1.2565 - 50% part efficiency increased to 100%, plant work speed buff reduced from 180% to 160%. -8% Moving penalty added.