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== Summary ==
 
== Summary ==
Mechanoids are machines. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], [[toxic buildup]], and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes.
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Mechanoids are machines. They do not eat, do not feel [[mood]] or [[pain]], and are immune to [[fire]], toxicity, and temperature extremes - despite having a Comfortable Temperature range. Enemy mechanoids have no needs at all. As machines, they are vulnerable to [[EMP]] attacks, though will "Adapt" for {{ticks|2200}} (regardless of source), making them immune to all further EMP strikes.
 
 
Enemy mechanoids will automatically die if they are [[downed]] for any reason, or if their [[Manipulation]] is at 0%.
 
  
 
===Mechanoid Hive===
 
===Mechanoid Hive===
 
{{Main|Mechanoid Hive}}
 
{{Main|Mechanoid Hive}}
Hostile mechanoids are part of a '''Mechanoid Hive'''. They can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also [[raid]] the player's base directly, or be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology]]{{IdeologyIcon}} DLC.
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Hostile mechanoids are part of a '''Mechanoid Hive'''. They can be found sealed in ancient ruins in all biomes, which spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]], [[Crashed Ship Part#Psychic Ship|psychic ships]], and [[mech cluster]]s{{RoyaltyIcon}}. They may sometimes appear dormant in Ancient Complex and guarding any relic with [[Ideology]]{{IdeologyIcon}} DLC.
  
 
===Allied Mechanoids===
 
===Allied Mechanoids===
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In the [[Biotech DLC]]{{BiotechIcon}}, many more mechanoid types are added. You can create friendly mechanoids by [[mechanoid creation#Acquisition|gestating]] them. A [[mechanitor]] with enough [[bandwidth]] is required to both create them, and keep mechs from going feral. The Biotech DLC must be active for you to create mechanoids.
 
In the [[Biotech DLC]]{{BiotechIcon}}, many more mechanoid types are added. You can create friendly mechanoids by [[mechanoid creation#Acquisition|gestating]] them. A [[mechanitor]] with enough [[bandwidth]] is required to both create them, and keep mechs from going feral. The Biotech DLC must be active for you to create mechanoids.
  
These gestated variants require [[power]] and have to be recharged, which creates [[Pollution]]. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a [[corpse]], friendly mechanoids can be resurrected for a [[steel]] cost.
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These gestated variants require [[power]] and have to be recharged, which creates [[Pollution]]. Friendly mechanoids can be repaired with power and no other cost. As long as they leave a [[corpse]], friendly mechanoids can be ressurected for a [[steel]] cost.
 
 
Allied Mechanoids do not consume any power while in a caravan and will return to their previous work mode when they arrive at the destination.
 
  
 
== Mechanoid Types ==
 
== Mechanoid Types ==
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===Core===
 
===Core===
  {{#ask: [[Centipede]] || [[Lancer]] || [[Pikeman]] || [[Scyther]] || [[Termite]]
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*[[Scyther]] - Fast, deadly melee combat mechanoid
    | ?# = Name
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*[[Pikeman]] - High range, low-medium damage combat mechanoid
    | ?Image
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*[[Lancer]] - Fast, medium ranged combat mechanoid with the high damage [[charge lance]]
    | ?Description
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*[[Centipede]] - Slow, crowd-control mechanoid with incredible bulk; 3 possible weapons
    | ?Note
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*[[Termite]] - Designed to destroy [[wall]]s with an explosive [[thump cannon]]
    | ?Tags
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    | format    = template
 
    | named args = yes
 
    | link      = none
 
    | template  = Ask/Item
 
    | sort      = name
 
    }}
 
 
===Biotech===
 
===Biotech===
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
{{List|Biotech|query=[[Type::Mechanoid]]|sort=name}}
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'''Labor'''
 
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* [[Lifter]] - Mechanoid designed for hauling.
== Lore ==
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* [[Constructoid]] - Mechanoid designed for construction.
{{See also|Lore}}
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* [[Fabricor]] - Mechanoid designed for crafting, tailoring, and cooking.
<onlyinclude>
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* [[Agrihand]] - Mechanoid designed for plant work.
Killer machines of unknown origin. Hidden in ancient structures, under mounds of dust, or at the bottom of the ocean, mechanoids can self-maintain for thousands of years. This group of mechs seems to be unified in purpose, but not well-coordinated in action. While local scholars believe they're autonomous weapons left over from an ancient war, tribal legends describe them as the demonic servants of a sleeping god. - Faction description.
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* [[Cleansweeper]] - Mechanoid designed for cleaning.
 
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* [[Paramedic]] - Mechanoid designed for rescue and tending, with the ability to jump and a [[firefoam pop pack|firefoam pack]].
In the [[lore]], Mechanoids are autonomous intelligent robots built for a variety of purposes. The technologies required to build them vary based on the complexity of the resultant mechanoid, with [[Lore#Tech_levels|Spacer-level]]<includeonly><ref name="Cryptosleep Revival Briefing"/></includeonly><noinclude><ref name="Cryptosleep Revival Briefing">[[Lore#Cryptosleep Revival Briefing|Cryptosleep Revival Briefing]]</ref></noinclude> urbworlds<includeonly><ref name="Keuneke"/></includeonly><noinclude><ref name="Keuneke">Backstory of [[List of Player-created Pawns#Markus Keuneke|Markus 'Keuneke' Keuneke]]</ref></noinclude> being able to construct more simple mechanoids for companionship, combat and labor use, while only glitterworlds are capable of constructing the more advanced, quasi-conscious versions.<ref name="Cryptosleep Revival Briefing"/> Others still are constructed and utilized by [[Lore#Archotech|archotechs]]. <includeonly><ref name="Codex"/></includeonly><noinclude><ref name="Codex">Backstory of [[List of Player-created Pawns#Ang Gao|Ang 'Codex' Gao]]</ref></noinclude><ref>[[Quest]] descriptions</ref>
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* [[Tunneler_(Mechanoid)|Tunneler]] - Mechanoid designed for fast mining; comes with a shield, smoke pack, and melee attack
 
 
In-game, mechanoids can be constructed and controlled with a [[mechlink]]{{BiotechIcon}}. Otherwise, only combatant mechanoids from a single, somewhat mysterious source are seen. There are some indications that the Mechanoids seen in game may have been built by, or otherwise allied with, an ancient army, perhaps that of the [[Ancients]] faction.<ref>[[Orbital mech cluster targeter]] description</ref>. Whatever the case however, they have since lost any allegiances they may have had and are now hostile to every other faction.
 
 
 
[[Crashed ship parts|Defoliator ship parts]] are usually associated with orbital-drop mechanoid armies.<ref>[[Crashed ship parts|Ship part (defoliator)]] description</ref>
 
  
[[Insectoid]] ecosystems were genetically engineered to fight Mechanoid invasions<ref name="Megascarab Description">[[Megascarab]] description</ref> and thus the two factions are always hostile to one another.</onlyinclude>
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'''Combat'''
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* [[Militor]] - Combat mechanoid, armed with a low-power [[mini-shotgun]]. Cheap to gestate and maintain.
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* [[Scorcher]] - Combat mechanoid designed to burn enemies
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* [[Tesseron]] - Combat mechanoid with sweeping beam graser attack.
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* [[Legionary]] - Combat mechanoid with bullet shield and needle launcher.
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* [[Centurion]] - Combat mech with a large shield bubble. Has a point-defense charge turret, which can shoot while moving.
  
===References===
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'''Commanders:'''
<references/>
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* [[Diabolus]] - Ultra-powerful, but slow hellsphere cannon. Otherwise, they have a charge turret and a flame burst ability.
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* [[War queen]] - Built-in mech gestaor, creating a mass of [[war urchin]]s. Equipped with a charge turret otherwise.
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** [[War urchin]] - Small mechanoids created by a war queen. They have a finite power supply, and can't be recharged.
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* [[Apocriton]] - Resurrects mechanoids and causes [[mood]] penalties to colonists.
  
 
== Trivia ==
 
== Trivia ==
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level, the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
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* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above 'Spacer', and the second highest tech level in the game, below 'Transcendent'.
* All mechanoids have a 'clean' and an 'ancient' version. A mechanoid will turn ancient after 100 biological years, going from having a white hue to a faded light green hue, but the difference is purely cosmetic.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.
 
* [[Version/0.4.460|0.4.460]] - Mechanoid raids added.
* Beta 19/1.0 - Mechanoids now die whenever downed.
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* [[Biotech DLC]] - Added many more mechanoids, the ability to create mechanoids, and mechanitor
* [[Biotech DLC]] - Added many more mechanoids, the ability to create mechanoids, and the mechanitor system.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Errors preventing mechs from acting in very niche circumstances.
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Creatures]]
 
[[Category:Creatures]]

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