Difference between revisions of "Lifter"

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{{Biotech}}
 
{{Biotech}}
{{Stub}}
 
 
{{infobox main|none
 
{{infobox main|none
 
| name = Lifter
 
| name = Lifter
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| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
 
| description = A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
 
| type = Mechanoid
 
| type = Mechanoid
 +
| marketvalue = 800
 
| movespeed = 2.8
 
| movespeed = 2.8
 
| armorblunt = 10
 
| armorblunt = 10
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| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
 +
| bandwidth = 1
 
| bodysize = 0.7
 
| bodysize = 0.7
 
| healthscale =  
 
| healthscale =  
| hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details -->
 
 
| lifespan = 2500
 
| lifespan = 2500
 
| attack1dmg = 6
 
| attack1dmg = 6
 
| attack1type = Blunt
 
| attack1type = Blunt
 
| attack1cool = 2.6
 
| attack1cool = 2.6
| attack1part =  
+
| attack1part = Head
| attack1chancefactor =
 
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
 
<!-- Creation -->
 
<!-- Creation -->
 
| research = Basic mechtech
 
| research = Basic mechtech
 
| production facility 1 = Mech gestator
 
| production facility 1 = Mech gestator
 +
| gestation cycles = 1
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 50
 
| resource 1 amount = 50
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}}
 
}}
 
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
A '''lifter''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 +
 +
== Acquisition ==
 +
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 +
 +
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
 
== Summary ==
 
== Summary ==
As mechanoids, lifters 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.
+
{{Mechanoid Summary}}
 +
 
 +
Dead lifters may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the lifter.
  
{{PAGENAME}}s are light mechanoids. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle (default 1.8 game days). Mechanoids can be fully repaired at the cost of power and nothing else. A dead lifter can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant.
+
=== Combat ===
 +
Lifters can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
  
 +
As a labor-focused mech, lifters are never found in mechanoid [[raid]]s.
 +
 +
=== As an ally ===
 
Mechs under player control require power: lifters use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
 
Mechs under player control require power: lifters use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[mech recharger]] (200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.
  
Lifters will do most tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at 2.8 cells/s, which is roughly 60% as fast of a baseline human.
+
=== Work ===
 +
{{Stub|section=1|reason=Verify full list of possible tasks in light of [[Version/1.4.3534|1.4.3534]] changelog}}
 +
Lifters will do all tasks under the [[Hauling|Haul tab]]. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at {{P|Move Speed Base}} cells/s, which is roughly {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} as fast as a baseline human.
 +
 
 +
You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can place some concrete blueprints on top of trees. Same can be done with [[Constructoid|Constructoids]].
  
 
== Analysis ==
 
== Analysis ==
Lifters have the unique benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. Multiple lifters may be created. Their lack of [[mood]] is useful for picking up far away items and [[corpse]]s  - though unlike human hauling, they can't [[electric crematorium|cremate]] or [[grave|bury]] themselves.
+
Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or [[animal]]s, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of [[mood]] is useful for picking up far away items and [[electric crematorium|cremating]] human [[corpse]]s.  
  
Compared to [[Carrier]] [[dryads]]{{IdeologyIcon}}, lifters move faster. Carriers need to sleep, so lifters can work for longer before needing to charge. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge), and they can be turned off when not required. However, lifters require [[Research#Electricity|Electricity]] and a [[mechanitor]] to function, while carriers are available from the neolithic era.
+
Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if [[Randy Random|Randy]] decides to drop a pack of [[manhunter]]s right on top of them.
 +
 
 +
===Comparison to dryads===
 +
Compared to the [[Carrier]] [[dryad]]{{IdeologyIcon}}, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. However, lifters require [[Research#Electricity|Electricity]] and a [[mechanitor]] to function, and create [[pollution]]. Meanwhile, carriers are available from the neolithic era.
  
 
== Health ==
 
== Health ==
Specify body type when known.
+
===Body Parts (Summary)===
{{Animal Health Table}}
+
{{Animal Health Table|Mech_Light}}
 +
 
 +
== Gallery ==
 +
<gallery>
 +
Lifter east.png| Age 0-99 Lifter facing east
 +
Lifter north.png| Age 0-99 Lifter facing north
 +
Lifter south.png| Age 0-99 Lifter facing south
 +
</gallery><gallery>
 +
LifterAncient east.png| Age 100+ Lifter facing east
 +
LifterAncient north.png| Age 100+ Lifter facing north
 +
LifterAncient south.png| Age 100+ Lifter facing south
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 +
* [[Version/1.4.3528|1.4.3528]] - Fix: Lifters can try to haul themselves to a transport pod.
 +
* [[Version/1.4.3534|1.4.3534]] - Added more allowed work types to lifter mechs. Can now do [[electric crematorium|cremation]].
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Latest revision as of 05:39, 1 April 2024

Lifter

Lifter

A small mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.

Base Stats

Type
Mechanoid
Market Value
800 Silver

Apparel

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Bandwidth
1
Move Speed
2.8 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Life Expectancy
2500 years
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack
Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.43

Creation

Crafted At
Mech gestator
Required Research
Basic mechtech
Gestation Cycles
1
Resources to make
Steel 50 + Basic subcore 1

A lifter is a mechanoid added by the Biotech DLC.

Acquisition[edit]

Lifters can be gestated by a mechanitor at a Mech gestator once the Basic mechtech research project has been completed. They require Steel 50 Steel, Basic subcore 1 Basic subcore and 1 gestation cycle taking 1,800 ticks (30 secs) each to initiate. They take up 1 bandwidth from their linked mechanitor.

Dead, friendly lifters can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Lifter, Steel 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, every lifter is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Dead lifters may be shredded at the machining table or crafting spot for Steel 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the lifter.

Combat[edit]

Lifters can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

As a labor-focused mech, lifters are never found in mechanoid raids.

As an ally[edit]

Mechs under player control require power: lifters use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a mech recharger (200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.

Work[edit]

Lifters will do all tasks under the Haul tab. Other than bringing items to other places, Lifters can also re-arm turrets, reinstall buildings, and more. Lifters move at 2.8 cells/s, which is roughly 61% as fast as a baseline human.

You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can place some concrete blueprints on top of trees. Same can be done with Constructoids.

Analysis[edit]

Lifters have the benefits of being a mechanoid - they aren't human, and will constantly haul until they run out of power. While lifters move slower than colonists or animals, they spend the entirety of their time hauling. At minimum, mechs will work for 83% of the time (5 days of work, 1 day recharge, minus travel time), and they can be turned off when not required. Their lack of mood is useful for picking up far away items and cremating human corpses.

Finally, they are cheap to produce and amass. Their disposability is a unique benefit - you can have lifters pick up items near the map edge, and won't lose much if Randy decides to drop a pack of manhunters right on top of them.

Comparison to dryads[edit]

Compared to the Carrier dryadContent added by the Ideology DLC, lifters move faster and are created faster. Carriers need to sleep, so lifters can work for longer before needing to charge. Carriers require active pruning, while lifters are autonomous from their master. You can turn off a lifter when hauling isn't required, but you need to keep pruning the gauranlen tree every day. However, lifters require Electricity and a mechanitor to function, and create pollution. Meanwhile, carriers are available from the neolithic era.

Health[edit]

Body Parts (Summary)[edit]


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 40 1 100% 40% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 30 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 30 1 80% 4.6% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Gallery[edit]

Version history[edit]