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{{Royalty}}
 
{{Royalty}}
{{Infobox main|building
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{{infobox main|building|
| name = Mech node
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|name = Mech node
| image = Gloomlight.png
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|image = Gloomlight.png|Mech node
| description = A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
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|description = A self-powered mechanoid node of unknown function. Mech nodes can be deconstructed to yield valuable resources - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials if the unit takes too much damage.
| type = Building
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|type = Building
| type2 = Special
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|type2 = Mechanoid cluster
| placeable = true
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|placeable = true
| path cost = 30
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|path cost = 30
| passability = pass through only
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|passability = pass through only
| blockswind = true
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|blockswind = true
| cover = 1
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|cover = 1
| minifiable = true
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|minifiable = true
| size = 1 ˣ 1
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|size = 1 ˣ 1
| mass base = 9
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|mass base = 9
| flammability = 0
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|flammability = 0
| hp = 50
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|hp = 50
| sell price multiplier = 0.7
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|sell price multiplier = 0.7
| beauty = -20
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|beauty = -20
| glowradius = 3
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|glowradius = 3
| glowcolor = (216, 219, 67)
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|glowcolor = (216, 219, 67)
| marketvalue = 200
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|marketvalue = 200
| thingCategories = BuildingsSpecial
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|thingCategories = BuildingsSpecial
| deconstruct yield = {{Icon Small|Plasteel}} 22 + {{Icon Small|Component}} 1
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|deconstruct yield = {{Icon small|Plasteel}} 22 + {{Icon small|Component}} 1
| destroyyield = nothing
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|destroyyield = nothing
 
}}
 
}}
{{Info|'''Mech nodes''' are [[light]]-emitting buildings that can be claimed from a [[mech cluster]] once it is defeated, assuming they are not destroyed in the fight.}}
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{{Info|A '''Mech nodes''' can be claimed from a [[mech cluster]] once it is defeated, assuming it is not damaged in the fight.}}
  
 
== Acquisition ==
 
== Acquisition ==
 
Mech nodes can be claimed from a [[mechanoid cluster]] once it is defeated. Simply claim and uninstall it.
 
Mech nodes can be claimed from a [[mechanoid cluster]] once it is defeated. Simply claim and uninstall it.
  
== Summary ==
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==Summary==
 
A mech node provides 50% [[light]] to tiles directly adjacent, and no further. It also provides a small amount of [[cover]]. It has a [[beauty]] value of -20, so is very ugly to look at.
 
A mech node provides 50% [[light]] to tiles directly adjacent, and no further. It also provides a small amount of [[cover]]. It has a [[beauty]] value of -20, so is very ugly to look at.
  
Mech nodes can be deconstructed for {{Icon Small|Plasteel}} 22 [[plasteel]] and {{Icon Small|Component}} 1 [[component]]. It cannot be sold.{{Check Tag|Verify}}
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Mech nodes can be deconstructed for {{Icon small|Plasteel}} 22 [[plasteel]] and {{Icon small|Component}} 1 [[component]]. It cannot be sold.{{Check Tag|Verify}}
 
 
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]], but will take the 10 flame damage from the initial attack.
 
  
 
== Analysis ==
 
== Analysis ==
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Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel [[barricade]] has more health. You can use them to lure [[raider]]s into (poor) cover, but [[stool]]s are easier to build. They can provide emergency light for surgeries during a [[solar flare]], but a [[torch lamp]] is easier to make, if [[wood]] is available at all.
 
Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel [[barricade]] has more health. You can use them to lure [[raider]]s into (poor) cover, but [[stool]]s are easier to build. They can provide emergency light for surgeries during a [[solar flare]], but a [[torch lamp]] is easier to make, if [[wood]] is available at all.
  
There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, [[EMI dynamo|EMI]] and [[solar flare]]s and with [[light]] being vital for surgical success.  
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== Trivia ==
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Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]], but will take the 10 flame damage from the initial attack.
  
 
== Version history ==
 
== Version history ==
* [[Version/1.2.2719|1.2.2719]] - Added as '''Gloomlight'''.
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* [[Version/1.2.2719|1.2.2719]] - Added.
* [[Version/1.2.2753|1.2.2753]] - Fix: Gloomlight would prevent a [[sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
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* 1.3.? - Renamed from Gloomlight to Mech node, possibly to avoid confusion with [[darktorch]]es. Description changed from ''"A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"''
* 1.3.? - Renamed from '''Gloomlight''' to '''Mech node''', possibly to avoid confusion with [[darktorch]]es. Description changed from ''"A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"''
 
  
{{Nav|special|wide}}
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{{nav|mechanoid|wide}}
{{Nav|mechanoid|wide}}
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[[Category:Furniture]] [[Category:Lamp]]
[[Category:Special]]
 
[[Category:Lamp]]
 
 
[[Category:Environment]]
 
[[Category:Environment]]

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