Difference between revisions of "User:Hordes/Mechanitor"

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Tag: Removed redirect
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#REDIRECT [[Mechanitor]]
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{{Biotech|No category}}
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{{stub|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}}
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With the [[Biotech DLC]], '''friendly mechanoids''' can be gestated. They are controlled by a '''Mechanitor''' (pronounced ''Mek-AN-it-TOR'')<ref>Tynan Sylvester Interview, Hot Potato 2022 [https://youtu.be/SaqYff8kEs8]</ref>, a pawn who has installed a [[mechlink]].
 +
 
 +
==Mechanitor==
 +
In order to control, build, and repair mechanoids, you need a mechanitor - a human pawn who has installed a [[mechlink]]. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Multiple mechanitors may exist in a colony without conflict.
 +
 
 +
===Mechlink===
 +
In order to become a mechanitor, they need a mechlink. Other than [[Scenario system#The_Mechanitor|starting out]] with one, mechlinks can be obtained in the following ways:
 +
*Destroying an [[ancient exostrider midsection]], which generates in most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting [[scenario]] prevents the spawning of the exostrider by default.
 +
*The "discovered mechinator complex" quest, with hostile mechanoids guarding it.
 +
 
 +
Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor.
 +
 
 +
Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that can't do Smithing can't actually gestate/repair mechs. Also, pawns with [[trauma savant]] can't summon a [[diabolus]] from the [[comms console]]. You must have another mechanitor call it in, or wait for diaboli to spawn in high level mechanoid raids.
 +
 
 +
== Mechanoid Creation ==
 +
Once you have a mechanitor and the required research, the following is required to begin gestation:
 +
 
 +
* 1. The mechanitor must have enough [[#Bandwidth|bandwidth]] to support the mech at the time of creation.
 +
* 2. You must have enough resources to create the mech. Notably, all mechs require a subcore ([[basic subcore|basic]], [[standard subcore|standard]], [[advanced subcore|advanced]]). Basic subcores can be crafted at a [[subcore encoder]], while advanced subcores require killing a human with a [[subcore ripscanner]].
 +
* 3. After being "built" for a tiny amount of a mechanitor's work work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]] (depending on the mech).
 +
 
 +
Gestation time is measured in cycles - larger mech require more cycles.
 +
 
 +
=== Gestation cycles ===
 +
{{Stub|section=1|reason= Initiating time modified by anything? What happens if the mechanitor dies mid cycle?}}
 +
Rather than traditional work to make them, creating mechanoids requires the undertaking of some number of gestation cycles. A mechanitor must work at the gestator for {{Ticks|1800}}{{Check Tag|Modified?|Is this time value modified by any stat or skill?}} in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered [[Work#Smith|Smithing]] work.
 +
 
 +
Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's [[Mech Gestation Speed]]. Mech Gestation Speed is controlled by the mechanitor's [[Crafting]] skill and the number of [[mech gestation processor]]s they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a [[Mech gestation processor]] or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see [[Mech Gestation Speed]].
 +
 
 +
If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur.
 +
 
 +
==Mechanoid Summary==
 +
In general, [[mechanoid]]s are immune to [[fire]], toxicity, and [[temperature]] extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require [[power]], and cause [[pollution]] in the process.
 +
 
 +
Mechs considered "light" use a regular [[mech recharger]] and [[mech gestator]]. Mechs considered "medium" or heavier use the [[large mech recharger]] and [[large mech gestator]].
 +
 
 +
=== Power ===
 +
Player mechanoids use a variable amount of power, depending on their state.
 +
* They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.
 +
* Labor mechs use 3% power / day while idle, or not doing work.
 +
* Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of +1% power / day. Mechs that run out of power will also enter this state.
 +
* When [[downed]], or in the world map on a [[caravan]], they use 0% power.
 +
 
 +
They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, [[toxic wastepack]]s are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.
 +
 
 +
Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be resurrected at the cost of some size-dependent [[steel]] and 1 gestation cycle, so long as some part of their corpse is intact.
 +
 
 +
=== Work Speed ===
 +
Most mechanoids have an effective [[Skill]] of 10,  but a natural [[Global Work Speed]] of 50%. [[Tunneler (Mechanoid)|Tunnelers]] have a Global Work Speed of 150%, and the [[agrihand]] and [[constructoid]] have special modifiers to their specific job's work speed (applied after all Global Work Speed calculations).
 +
 
 +
Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:
 +
{| class="wikitable"
 +
|-
 +
| '''Final work speed =''' (Base Work Speed &times; Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus
 +
|}
 +
* Being in range of a [[mech booster]] boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
 +
* Each [[control sublink (standard)|control sublink]] installed into the [[mechanitor]] increases [[Global Work Speed]] by {{+|6%}}, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a {{+|36%}} boost.
 +
* If their [[mechanitor]] follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Mechanoid labor|Mechanoid Labor: Enhanced]] precept, mechs gain an additive {{+|20%}} boost to [[Global Work Speed]], at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.
 +
 
 +
As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a {{Good|x140%}} increase.
 +
 
 +
For example, with a work speed of 50%:
 +
{| class="wikitable"
 +
|-
 +
! Control<br>Sublinks !! Work Speed !! Mech Boosted !! Mech Boosted<br>+ [[Ideoligion#Mechanoid labor|Labor: Enhanced]]{{IdeologyIcon}}
 +
|-
 +
! 0
 +
| 50% ||  75% ||  95%
 +
|-
 +
! 1
 +
| 56% ||  81% || 101%
 +
|-
 +
! 2
 +
| 62% ||  87% || 107%
 +
|-
 +
! 3
 +
| 68% ||  93% || 113%
 +
|-
 +
! 4
 +
| 74% ||  99% || 119%
 +
|-
 +
! 5
 +
| 80% || 105% || 125%
 +
|-
 +
! 6
 +
| 86% || 111% || 131%
 +
|}
 +
 
 +
Work speed can be further modified by regular factors, such as [[light]] and the [[Manipulation]] stat.
 +
 
 +
=== Raid points ===
 +
{{Main|Raid points}}
 +
The market value of mechs, and of any weapons they carry, do count as wealth for [[raid points|raid point calculations]]. Mechs also contribute towards "[[raid points#Pawn points|pawn points]]" relative to their mech's combat power. The exact percentage depends on current [[wealth]] and can be viewed in the [[raid points#Pawn points|pawn points]] section. The combat power of all combat mechs can be viewed [[Mechanoid hive#Pawns|here]].
 +
 
 +
== Behaviour ==
 +
{{Stub|section=1|reason=Upon death or exceeding bandwidth, which go wild? Only enough to reduce bandwidth demand to less than current or all? If the former, is which are selected it predictable, and if so, which are selected?}}
 +
 
 +
When "working" (i.e. not [[draft]]ed), mechs are fully autonomous. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:
 +
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left.
 +
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.
 +
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
 +
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.
 +
 
 +
Control groups and orders may be changed, though the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs must be in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders cannot be changed. Mechs can be rezoned regardless of the state of the mechanitor, allowing for them to be imprecisely controlled even when the mechanitor is having a mental break.
 +
 
 +
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.
 +
 
 +
Mechanoids in a [[caravan]] contribute towards its carrying capacity. They do not use power as long as they are on the world map.
 +
 
 +
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After 1 game-day, or {{ticks|60000}} uncontrolled, they may go feral, joining the enemy [[mech hive]]. There is a {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}
 +
 
 +
== Bandwidth ==
 +
'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives {{+|6}} bandwidth. To increase it further, you must build or craft items.
 +
 
 +
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth cost also dictates how many [[toxic wastepack]]s they will produce after recharging.
 +
 
 +
=== List of Bandwidth Costs ===
 +
{{Mech Bandwidth}}
 +
 
 +
=== Bandwidth cost ===
 +
The heavier the mechanoid is, the more bandwidth it takes up:
 +
 
 +
{{Mech Bandwidth}}
 +
 
 +
=== Increasing bandwidth ===
 +
Apparel and gear items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.
 +
 
 +
* [[Band node]]: {{+|1}}
 +
* [[Airwire headset]]: {{+|3}}
 +
* [[Mechlink]]: {{+|6}}
 +
* [[Array headset]]: {{+|6}}
 +
* [[Mechcommander helmet]]: {{+|6}}
 +
* [[Bandwidth pack]]: {{+|9}}
 +
* [[Integrator headset]]: {{+|9}}
 +
* [[Mechlord helmet]]: {{+|12}}
 +
* [[Mechlord suit]]: {{+|12}}
 +
 
 +
== List of Controllable mechanoids ==
 +
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT|sortable c_06 text-center}}
 +
|-
 +
! style="vertical-align: top;" colspan="2" | Mechanoid
 +
! style="vertical-align: top;"| Class
 +
! style="vertical-align: top;"| Armor<br>(S/B/H)
 +
! style="vertical-align: top;"| Body<br>Size
 +
! style="vertical-align: top;"| Health<br>Scale
 +
! style="vertical-align: top;"| Move<br>Speed
 +
! style="vertical-align: top;" data-sort-type="number"| Melee DPS<ref name="Actual">Note: This is the actual base average derived from the [[Weapons#Listed_DPS_on_pawns|melee verb system]] updated in [[Version/1.1.2610|1.1.2610]], it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder</ref><br>([[Melee Hit Chance|Post Hit Chance]])
 +
! style="vertical-align: top;"| Ranged weapon
 +
! style="vertical-align: top;"| Bandwidth
 +
! style="vertical-align: top;"| Research
 +
! style="vertical-align: top;"| Cost
 +
! style="vertical-align: top;"| [[Gestation cycle|Cycles]]
 +
! style="vertical-align: top;"| Market Value<ref name="Weapon value">Note: This value includes that of the weapon it spawns with.</ref>
 +
{{#ask: [[Type::Mechanoid]] [[Resource 1::+]]
 +
| named args=yes
 +
| ? # - = ?Pagename
 +
| ?Name=?Name
 +
| ?Armor - Sharp = ?Armor - Sharp
 +
| ?Armor - Blunt = ?Armor - Blunt
 +
| ?Armor - Heat = ?Armor - Heat
 +
| ?Body Size = ?Body Size
 +
| ?Bandwidth = ?Bandwidth
 +
| ?Health Scale = ?Health Scale
 +
| ?Move Speed Base = ?Move Speed Base
 +
| ?Required Research = ?Required Research
 +
| ?Gestation Cycles = ?Gestation Cycles
 +
| ?Market Value Base # = ?Market Value Base
 +
| ?weaponTags = ?weaponTags
 +
| format=template
 +
| template=Mechanoid Table Row
 +
| sort = Required Research, name
 +
}}
 +
|}
 +
{{Reflist}}
 +
</div>
 +
</div>
 +
</li></div>
 +
 
 +
== Version history ==
 +
* [[Biotech DLC]] release - Introduced.
 +
* [[Version/1.4.3555|1.4.3555]] - Mechs now count as partial pawns for determining [[raid points]]. Added [[Ideoligion#Mechanoid labor|Mechanoid labor]] precept{{IdeologyIcon}}. Combat mechs now count as Autonomous Weapons for the [[Ideoligion#Autonomous weapons|Autonomous weapons]] precept. {{IdeologyIcon}}
 +
 
 +
{{nav|mechanoid|wide}}

Revision as of 06:35, 28 July 2023

With the Biotech DLC, friendly mechanoids can be gestated. They are controlled by a Mechanitor (pronounced Mek-AN-it-TOR)[1], a pawn who has installed a mechlink.

Mechanitor

In order to control, build, and repair mechanoids, you need a mechanitor - a human pawn who has installed a mechlink. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related research. Multiple mechanitors may exist in a colony without conflict.

Mechlink

In order to become a mechanitor, they need a mechlink. Other than starting out with one, mechlinks can be obtained in the following ways:

  • Destroying an ancient exostrider midsection, which generates in most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting scenario prevents the spawning of the exostrider by default.
  • The "discovered mechinator complex" quest, with hostile mechanoids guarding it.

Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor.

Pawns that are psychically deaf can't become mechanitors, and pawns that can't do Smithing can't actually gestate/repair mechs. Also, pawns with trauma savant can't summon a diabolus from the comms console. You must have another mechanitor call it in, or wait for diaboli to spawn in high level mechanoid raids.

Mechanoid Creation

Once you have a mechanitor and the required research, the following is required to begin gestation:

  • 1. The mechanitor must have enough bandwidth to support the mech at the time of creation.
  • 2. You must have enough resources to create the mech. Notably, all mechs require a subcore (basic, standard, advanced). Basic subcores can be crafted at a subcore encoder, while advanced subcores require killing a human with a subcore ripscanner.
  • 3. After being "built" for a tiny amount of a mechanitor's work work, mechs must gestate at a mech gestator or large mech gestator (depending on the mech).

Gestation time is measured in cycles - larger mech require more cycles.

Gestation cycles

Rather than traditional work to make them, creating mechanoids requires the undertaking of some number of gestation cycles. A mechanitor must work at the gestator for 1,800 ticks (30 secs)[Modified?] in order to initiate each cycle, but once initiated each cycle will run independently for its duration. Initiating a gestation cycle is considered Smithing work.

Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor's Mech Gestation Speed. Mech Gestation Speed is controlled by the mechanitor's Crafting skill and the number of mech gestation processors they have installed. This varies the resulting duration from 64 hrs with 0 Crafting skill and no processors, to 14.77 hrs with 20 Crafting and 6 processors. Gestation cycle time is updated when Mechanoid Gestation Speed is, even if a cycle is already running - if you start a cycle, then install a Mech gestation processor or level the Crafting skill, then it will reduce the remaining cycle time proportional to ratio of the new speed to the old. For a full breakdown of the factors affecting mech gestation speed and the resulting cycle durations, see Mech Gestation Speed.

If a cycle is interrupted temporarily (e.g. by losing power), the cycle will pause until the interruption is ended (e.g. by power being restored), but no other adverse effects will occur.

Mechanoid Summary

In general, mechanoids are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to EMP attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they require power, and cause pollution in the process.

Mechs considered "light" use a regular mech recharger and mech gestator. Mechs considered "medium" or heavier use the large mech recharger and large mech gestator.

Power

Player mechanoids use a variable amount of power, depending on their state.

  • They use 10% power / day when active: labor mechs doing work, or combat mechs being awake at all.
  • Labor mechs use 3% power / day while idle, or not doing work.
  • Mechanoids can be commanded to enter a state of dormancy, preventing power drain, instead recharging at a very slow rate of +1% power / day. Mechs that run out of power will also enter this state.
  • When downed, or in the world map on a caravan, they use 0% power.

They can instead be recharged at a mech recharger or large mech recharger, which quickly recharges them - +50% power / day. This leads to a theoretical uptime of 83.3% - 5 days working, 1 day charging. The mech recharger itself creates waste. Once its waste meter is filled, toxic wastepacks are created. The amount of waste is directly correlated to the mech's bandwidth, where 1 bandwidth = 5 wastepacks.

Mechanoids can be repaired at the cost of their power, the rate dependent on which mech it is. This will restore otherwise permanent injuries. If killed, mechanoids can be resurrected at the cost of some size-dependent steel and 1 gestation cycle, so long as some part of their corpse is intact.

Work Speed

Most mechanoids have an effective Skill of 10, but a natural Global Work Speed of 50%. Tunnelers have a Global Work Speed of 150%, and the agrihand and constructoid have special modifiers to their specific job's work speed (applied after all Global Work Speed calculations).

Work speed can be increased in a number of ways, and final work speed is controlled by the following equation:

Final work speed = (Base Work Speed × Mech booster) + (6% * Num. Sublinks) + Mechanoid Labor Bonus
  • Being in range of a mech booster boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
  • Each control sublink installed into the mechanitor increases Global Work Speed by +6%, after the mech booster is applied. Up to 3 standard and 3 high control sublinks can be installed at a time, for a +36% boost.
  • If their mechanitor follows an ideoligionContent added by the Ideology DLC with the Mechanoid Labor: Enhanced precept, mechs gain an additive +20% boost to Global Work Speed, at the cost of colonist work speed. This boost is additive with sublinks and the booster but its effect is not multiplied by the boosters.

As most mechs start with 50% Global Work Speed, additive boosts are larger than they seem. For example, Labor: Enhanced will boost most mechs from 50% to 70% - that's a ×140% increase.

For example, with a work speed of 50%:

Control
Sublinks
Work Speed Mech Boosted Mech Boosted
+ Labor: EnhancedContent added by the Ideology DLC
0 50% 75% 95%
1 56% 81% 101%
2 62% 87% 107%
3 68% 93% 113%
4 74% 99% 119%
5 80% 105% 125%
6 86% 111% 131%

Work speed can be further modified by regular factors, such as light and the Manipulation stat.

Raid points

The market value of mechs, and of any weapons they carry, do count as wealth for raid point calculations. Mechs also contribute towards "pawn points" relative to their mech's combat power. The exact percentage depends on current wealth and can be viewed in the pawn points section. The combat power of all combat mechs can be viewed here.

Behaviour

When "working" (i.e. not drafted), mechs are fully autonomous. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting zones. Specifically, mechs are put into control groups, which can then be assigned to one of four orders:

  • Work: Do available work tasks. Start charging after reaching a configurable % of power left.
  • Escort: Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left.
  • Recharge: Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.
  • Dormant self-charging: Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.

Control groups and orders may be changed, though the mechanitor must be controllable (not downed and not under a mental break), and their mechs must be in the same map. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders cannot be changed. Mechs can be rezoned regardless of the state of the mechanitor, allowing for them to be imprecisely controlled even when the mechanitor is having a mental break.

Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move to spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while in said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.

Mechanoids in a caravan contribute towards its carrying capacity. They do not use power as long as they are on the world map.

If the mechanitor dies or runs out of bandwidth, mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc. After 1 game-day, or 60,000 ticks (16.67 mins) uncontrolled, they may go feral, joining the enemy mech hive. There is a MTB of 10 in-game days, with a cascade radius of 25 tiles.[Verify]

Bandwidth

Bandwidth controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives +6 bandwidth. To increase it further, you must build or craft items.

Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth cost also dictates how many toxic wastepacks they will produce after recharging.

List of Bandwidth Costs

Mechanoid Type Bandwidth Wastepacks Per Recharge
Agrihand, Cleansweeper, Constructoid, Fabricor, Lifter, Militor, Paramedic, Scorcher 1 5
Legionary, Pikeman, Scyther 2 10
Lancer, Tesseron, Tunneler 3 15
Centipede blaster, Centipede burner, Centipede gunner 4 20
Centurion, Diabolus, War queen 5 25

Bandwidth cost

The heavier the mechanoid is, the more bandwidth it takes up:

Mechanoid Type Bandwidth Wastepacks Per Recharge
Agrihand, Cleansweeper, Constructoid, Fabricor, Lifter, Militor, Paramedic, Scorcher 1 5
Legionary, Pikeman, Scyther 2 10
Lancer, Tesseron, Tunneler 3 15
Centipede blaster, Centipede burner, Centipede gunner 4 20
Centurion, Diabolus, War queen 5 25

Increasing bandwidth

Apparel and gear items must be worn, and band nodes must be powered, for bandwidth to actually increase.

List of Controllable mechanoids

  • Click to
    Mechanoid Class Armor
    (S/B/H)
    Body
    Size
    Health
    Scale
    Move
    Speed
    Melee DPS[2]
    (Post Hit Chance)
    Ranged weapon Bandwidth Research Cost Cycles Market Value[3]
    Agrihand Agrihand Light 20% / 10% / 200% 0.7 3.4 c/s 4
    (2.48)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Cleansweeper Cleansweeper Light 20% / 10% / 200% 0.3 3.4 c/s 2.31
    (1.43)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Constructoid Constructoid Light 20% / 10% / 200% 0.7 3.4 c/s 3.45
    (2.14)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Lifter Lifter Light 20% / 10% / 200% 0.7 2.8 c/s 2.31
    (1.43)
    - 1 Basic mechtech Steel 50 + Basic subcore 1 1 800
    Militor Militor Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    (1.43)
    Mini-shotgun 1 Basic mechtech Steel 50 + Basic subcore 1 1 1800
    Centipede burner Centipede burner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    (4.05)
    Inferno cannon 4 High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2600
    Centipede gunner Centipede gunner Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    (4.05)
    Minigun 4 High mechtech Steel 255 + Plasteel 255 + Component 8 + High subcore 1 6 2360
    Diabolus Diabolus Superheavy 75% / 25% / 200% 4 4.5 2.4 c/s 6.92
    (4.29)
    Charge blaster turret
    Hellsphere cannon
    5 High mechtech Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 12 3000
    Fabricor Fabricor Light 20% / 10% / 200% 0.7 3.4 c/s 2.31
    (1.43)
    - 1 High mechtech Steel 100 + High subcore 1 1 800
    Lancer Lancer Medium 40% / 20% / 200% 1 0.72 4.7 c/s 6
    (3.72)
    Charge lance 3 High mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 2555
    Paramedic Paramedic Light 20% / 10% / 200% 0.7 3.8 c/s 2.31
    (1.43)
    - 1 High mechtech Steel 100 + High subcore 1 1 800
    Pikeman Pikeman Medium 40% / 20% / 200% 1 0.85 2.5 c/s 6
    (3.72)
    Needle gun 2 Standard mechtech Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1 2 2600
    Scorcher Scorcher Medium 40% / 20% / 200% 1 0.7 4.5 c/s 6
    (3.72)
    Mini-flameblaster 1 Standard mechtech Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 2 2200
    Scyther Scyther Medium 40% / 20% / 200% 1 1.32 4.7 c/s 10
    (6.2)
    - 2 Standard mechtech Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 2 1200
    Tunneler Tunneler Heavy 80% / 40% / 200% 3.5 1.5 1.9 c/s 7.59
    (4.71)
    - 3 Standard mechtech Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 4 1200
    Centipede blaster Centipede blaster Heavy 72% / 22% / 200% 3 4.32 1.9 c/s 6.54
    (4.05)
    Heavy charge blaster 4 Ultra mechtech Steel 255 + Plasteel 355 + Component 8 + High subcore 1 6 2600
    Centurion Centurion Superheavy 75% / 25% / 200% 3.6 3 1.6 c/s 6
    (3.72)
    Charge blaster turret 5 Ultra mechtech Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 12 1600
    Legionary Legionary Medium 40% / 20% / 200% 1 0.72 4.3 c/s 6
    (3.72)
    Needle launcher 2 Ultra mechtech Plasteel 100 + Component 6 + High subcore 1 4 2600
    Tesseron Tesseron Medium 40% / 20% / 200% 1 0.72 4.7 c/s 6
    (3.72)
    Beam graser 3 Ultra mechtech Plasteel 110 + Component 7 + High subcore 1 4 1344
    War queen War queen Superheavy 75% / 25% / 200% 4 5.2 1.6 c/s 2
    (1.24)
    Charge blaster turret 5 Ultra mechtech Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 12 1600
    War urchin War urchin Light 20% / 10% / 200% 0.7 1.3 4.2 c/s 2.31
    (1.43)
    Spiner 0 Ultra mechtech Steel 25 1300
    1. Tynan Sylvester Interview, Hot Potato 2022 [1]
    2. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox. It may also change depending on the stats and the melee verbs available to the wielder
    3. Note: This value includes that of the weapon it spawns with.
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