Difference between revisions of "User:Hordes/Mechanoid allies"

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(Created page with "{{Biotech}} With the release of the Biotech DLC, '''mechanoids''' may be built and controlled by a colony - specifically, a mechaniator. ==Summary== ===General=== ...")
 
 
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{{Biotech}}
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#REDIRECT [[Mechanoid creation]]
 
 
With the release of the [[Biotech DLC]], '''mechanoids''' may be built and controlled by a colony - specifically, a [[mechaniator]].
 
 
 
==Summary==
 
===General===
 
[[Mechaniator]]s are required to build, gestate, and control your own mechanoids. The amount depends on the mechanoid itself and the mechaniator's own [[bandwidth]].
 
 
 
Player mechs require electric [[power]] to function. Mechanoids will generally use 10% power per day when active: doing work, or being awake at all for combat mechs. They can be commanded to enter dormant self-charging, which stops power drain, and recharges at an extremely slow rate (+1% power / day). They can instead be recharged at a [[mech recharger]] or [[large mech recharger]], which creates [[pollution]] in the form of [[toxic wastepack]]s. The amount of [[pollution]] is directly correlated to their bandwidth.
 
 
 
Mechanoids can be repaired at the cost of their power. This will restore otherwise permanent injuries. Dead mechanoids can be ressurected at the cost of some size-dependent [[steel]] and a gestation time.
 
 
 
All mchanoids are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They are vulnerable to [[EMP]] attacks, being stunned by them.
 
 
 
===Acquisition===
 
[[Mechaniator]]s are required in all steps of the process. [[Research]] must be done with a valid mechaniator in the colony, and only the mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires the [[Research#Basic Mechtech|Basic Mechtech]] research, which in turn requires the [[Research#Electricity|Electricity]] research to be completed first. More complex mechanoids require more research.
 
 
 
#All mechanoids require a subcore to create, along with other materials like [[steel]]. Simple mechs use a [[basic subcore]] (from a [[subcore encoder]], while more complex ones require a [[standard subscore]] (from a [[subcore softscanner]]) or [[high subcore]] (from a [[subcore ripscanner]]). The ripscanner in particular requires killing a human pawn to create.
 
#Mechinators must have enough [[bandwidth]] for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
 
#After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at a [[mech gestator]] or [[large mech gestator]]. Gestation types are measured in cycles; each cycle is 1.8 game days by default, and larger mechs require more cycles. A [[mech gestation processor]] can be installed into a mechanitor to increase the speed. When cycling is done, the mechinator must take the mech out.
 
 
 
Mechanoid research in particular requires killing one of three mechanoid commanders - the [[Diaoblus]], [[War queen]], and [[Apocriton]], in order of progression - before it is possible.
 

Latest revision as of 12:48, 19 March 2023

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