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{{Biotech}}
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In the Mechinator scenario, you start with a single colonist possessing the [[Recluse]] trait, 1 [[Lifter]], 1 [[Constructoid]], and various other supplies.
In the [[Scenario_system#The Mechanitor|Mechanitor scenario]], you start with a single colonist possessing the [[Recluse]] trait, 1 [[Lifter]], 1 [[Constructoid]], and various other supplies.
 
  
 
This scenario is considered by the game to be difficult.
 
This scenario is considered by the game to be difficult.
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{{TOCright}}
 
{{TOCright}}
 
== Scenario Parameter==
 
== Scenario Parameter==
'''Summary:'''  One [[Mechanitor]] and a few servant mechanoids. <br>
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'''Summary:'''  One mechanizer and a few servant mechanoids. <br>
 
'''Description:''' You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated Rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!
 
'''Description:''' You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated Rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!
  
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===Skills you need===
 
===Skills you need===
 
*'''Mining''' You want a pawn with good mining above all, since you will need the resources for all game stages.
 
*'''Mining''' You want a pawn with good mining above all, since you will need the resources for all game stages.
*'''Crafting''' is next, since you will want to be able to craft the new gear, and components later on. Also it is the base skill for mechanitor work like repairing.
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*'''Crafting''' is next, since you will want to be able to craft the new gear, and components later on. Also it is the base skill for mechinator work like repairing.
 
*'''Intellectual''' is helpful, but a decent pawn can do a better job later on.
 
*'''Intellectual''' is helpful, but a decent pawn can do a better job later on.
*'''Medical''' is helpful, but keeping your mechanitor hidden behind an army is ideal so they won't take any damage at all.
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*'''Medical''' is helpful, but keeping your mechinator hidden behind an army is ideal so they won't take any damage at all.
 
*'''Social''' is helpful for recruiting and trading faster, but as long as it's not blocked you will be ok.
 
*'''Social''' is helpful for recruiting and trading faster, but as long as it's not blocked you will be ok.
*'''Ranged''' can help supplement a mech army, but mechs will easily overcome a bad shooting skill. Avoid [[melee]] since it makes your mechanitor likely to take damage.
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*'''Ranged''' can help supplement a mech army, but mechs will easily overcome a bad shooting skill. Avoid [[melee]] since it makes your mechinator likely to take damage.
 
=== Traits ===
 
=== Traits ===
 
Your colonist will always start with the [[recluse]] trait, giving a +8 mood bonus when no other colonists are present but a -8 mood penalty when multiple colonists are present.
 
Your colonist will always start with the [[recluse]] trait, giving a +8 mood bonus when no other colonists are present but a -8 mood penalty when multiple colonists are present.
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Next you will want a [[research bench]], you can build an advanced one, but you may find the 10 components it takes are better spent elsewhere, go with a simple one, unless you intend to rush for fabrication.
 
Next you will want a [[research bench]], you can build an advanced one, but you may find the 10 components it takes are better spent elsewhere, go with a simple one, unless you intend to rush for fabrication.
 
A second gestator helps but isn't necessary if you can afford to wait. Get a [[subcore encoder]] to build more than 5 small mechs.
 
A second gestator helps but isn't necessary if you can afford to wait. Get a [[subcore encoder]] to build more than 5 small mechs.
Once you have 1 Constructoid, 1 Lifter, and 1-2 agrihands, the best way to spend your remaining 5-6 BW is on Militors, since they've got guns.
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Once you have 1 Constructoid, 1 Lifter, and 1-2 agrihands, the best way to spend your remaining 5-6 BW is on Militors or Constructoids, since they've got guns.
  
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]

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