Mechanitor

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Mechanitors (pronouncedMek-AN-it-TOR)[1] are pawns who have amechlink installed and are used to create and controlfriendly mechanoids.

Contents

Mechlink[edit]

Colonists can become mechanitors through amechlink. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist in a colony, and function normally.

Other thanstarting out with one, they can be obtained in the following ways:

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

Either way, you will have to extract the mechlink from the long-deadcorpse of an ancient mechanitor. They can also be extracted from your dead colonist mechanitors, assuming it isn't destroyed.

Pawns that arepsychically deaf can't become mechanitors, and pawns that areincapable of Smithing cannot gestate or repair mechs. To be able to unlock mechanitor research the pawn can't be incapable of Intellectual. Also, pawns withtrauma savant can't summon adiabolus directly from thecomms console and must summon them by using the "summon mech threat" button of the pawn.

Summary[edit]

Mechanitors are required to control, build, and repair yourallied mechanoids. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-relatedresearch. Mechanitors are limited to controlling mechs they have enough bandwidth for (See#Bandwidth for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.

Mechanoids requirepower and createpollution when recharged normally.

Mechanoid control[edit]

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Mechs are fully autonomous. Mechanoids assigned to work tasks have an effectiveSkill of 10, though most have a 50%Global Work Speed, and some of them work even slower. You cannot order mechanoid work in any direct way, though you can indirectly control it through settingzones. Specifically, mechs are put intocontrol groups, and the control group as a whole can then be assigned to one of four orders:

  • Work: Do available work tasks. Start charging after reaching a configurable % of power left (defaults to 5%).
  • Escort: Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left (defaults to 5%).
  • 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. Mechs can be woken up again when they reach 15% energy.

Control groups and orders may be changed, however the mechanitor must be controllable (notdowned and not under amental break), and their mechs are 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 can not be changed. By default, a mechanitor has 2 control groups, but this can be increased through the use ofcontrol sublinks and thecontrol pack.

Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to moveto spaces within a 25-tile radius from their master, and they can only be ordered to do other commands whilein 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.

If the mechanitor dies or runs out ofbandwidth, mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc., and mechs with enough bandwidth are unaffected. After 1 game-day, or 60,000 ticks (16.67 mins) uncontrolled, there is a chance for a mech to go feral with aMTB of 10 in-gamedays, with a cascade radius[Meaning what?] of 25 tiles.[Verify]

Upgrades[edit]

All mechanitor upgrades are installed like the mechlink itself.

  • Control sublink: Increases work speed by+6% per sublink, and increases control groups by+1, to a cumulative max bonus of+6 additional control groups and+36% work speed.
  • Mech gestation processor: Increasesmech gestation speed by 33.3% per implant. Can be installed up to 6 times.
  • Remote repairer: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.
  • Remote shielder: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.
  • Repair probe: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.

Allied mechanoids[edit]

With the release of theBiotech DLC,mechanoids may be built, gestated, and controlled by a colony - specifically, by a mechanitor.

Acquisition[edit]

Mechanitors are required to build, gestate, and control your own mechanoids.Research must be done with a valid mechanitor in the colony,[Present or researcher?] and only a mechanitor may initiate any of the mech creation processes. First, creating your own mechs requires theBasic Mechtech research, which in turn requires theElectricity research to be completed first.

  1. Mechanitors must have enoughbandwidth for the mechanoid in question. The larger and more complex the mechanoid is, the more bandwidth is required.
  2. All mechanoids require a subcore to create, along with other materials likesteel. Simple mechs use abasic subcore (from asubcore encoder), while more complex ones require astandard subcore (from asubcore softscanner) orhigh subcore (from asubcore ripscanner). The ripscanner in particular requires killing a human pawn to create.
  3. After being "built" for a tiny amount of a mechanitor's work, mechs must gestate at amech gestator orlarge mech gestator.
Gestation times are measured in cycles, where larger mechs require more cycles, and each cycle will need to be initiated by the mechanitor after the previous one is completed. When cycling is done, the mechanitor must take the mech out. If power is lost during gestation, the cycle will be paused, but no other adverse effects will occur.

More complex mechanoids require more research. Mechanoid research in particular requires killing one of three mechanoid commanders - thediabolus,war queen, andapocriton, in order of progression - and studying their specific item before it is possible.

Hostile mechanoids cannot be tamed or converted in any way, even if once part of your colony. You can create every mechanoid in the game, except for thetermite andapocriton.

Gestation[edit]

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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 consideredSmithing work.

Each gestation cycle lasts for a baseline of 2 days, modified by the initiating mechanitor'sMech Gestation Speed. Mech Gestation Speed is controlled by the mechanitor'sCrafting skill and the number ofmech 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 aMech 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, seeMech 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

General information[edit]

Mechanitors are required to control mechanoids. A mechanitor has a limited amount ofbandwidth, which limits the number of mechanoids they can command. Larger and more complex mechanoids require more bandwidth.

In general,mechanoids are immune tofire, toxicity, andtemperature extremes, despite having a Comfortable Temperature. They are vulnerable toEMP attacks, being stunned by them. Mechanoids do not need to eat, sleep, and have no mood. However, they requirepower, and causepollution in the process.

Mechs considered "light" use a regularmech recharger andmech gestator. Mechs considered "medium" or heavier use thelarge mech recharger andlarge mech gestator.

Power[edit]

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.[Including tunneler?]
  • 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.
  • Whendowned, or in the world map on acaravan, they use 0% power.

They can be recharged at amech recharger orlarge 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.

Repair[edit]

Mechanitors can repair friendly mechanoids regardless of who actually controls it, at the cost of Energy. Damaged parts are repaired first in random order before missing parts are replaced, although replacing a completely destroyed part takes roughly the same amount of time as repairing 1 point of damage to a non-destroyed part. The overall Energy cost depends on the mech's weight class, and the speed of repair on the Mechanitor's crafting skill, starting at 80% for skill level 0 and +10% speed for every level, to a max of 280% at level 20[rate in dps?]. If killed, Light mechanoids can be resurrected with aMech gestator and all other mechs using aLarge mech gestator at the size-dependent cost of somesteel and 1 gestation cycle.

Weight
Class
Energy cost per 100 units of damageSteel cost to resurrect
Light6625
Medium3350
Heavy20100
Ultraheavy33150

Work speed[edit]

Most mechanoids have a naturalGlobal Work Speed of 50%.Tunnelers have a Global Work Speed of 150%, and theagrihand andconstructoid 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 amech booster boosts workspeed by 50%, multiplicative. This does not multiply any future factors to work speed.
  • Eachcontrol sublink installed into the mechanitor increasesGlobal 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 anideoligionContent added by the Ideology DLC with theMechanoid Labor: Enhanced precept, mechs gain an additive+20% boost toGlobal 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 SpeedMech BoostedMech Boosted
+Labor: EnhancedContent added by the Ideology DLC
050%75%95%
156%81%101%
262%87%107%
368%93%113%
474%99%119%
580%105%125%
686%111%131%

Work speed can be further modified by regular factors, such aslight and theManipulation stat.

Raid points[edit]

Main article:Raid points

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

Bandwidth[edit]

This section is about bandwidth generally. For the stat formechanoids, seeBandwidth Cost. For themechanitor stat, seeMech 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.

Each mechanoid has its ownbandwidth cost. The sum of the bandwidth cost of all mechanoids under the control of a single mechanitor must be equal to, or below, themech bandwidth of the mechanitor. Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth is lowered below the total bandwidth cost, then the mechanoids will become uncontrolled.[Which? How many? How Selected?] Uncontrolled mechanoids may leave or become hostile to your colony after enough time. A mech's bandwidth also dictates how manytoxic wastepacks they will produce after recharging.

Bandwidth cost[edit]

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

Mechanoid TypeBandwidthWastepacks Per Recharge
Agrihand,Cleansweeper,Constructoid,Fabricor,Lifter,Militor,Paramedic,Scorcher15
Legionary,Pikeman,Scyther210
Lancer,Tesseron,Tunneler315
Centipede blaster,Centipede burner,Centipede gunner420
Centurion,Diabolus,War queen525

Increasing mech bandwidth[edit]

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

Therefore, the maximum bandwidth possible without band nodes is acquired with a mechlink, bandwidth pack, mechlord helmet and mechlord suit for a total of39.

To connect to a band node, select a band node, click theTune to... button and select an available Mechanitor. Tuning for the first time lasts5 seconds, re-tuning lasts3 days. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitordies. When band nodes no longer receivepower, they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnectedmechanoids.

Mech signaling[edit]

Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.

Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.

Controllable mechanoids[edit]

  • Click to
    MechanoidClassArmor
    (S/B/H)
    Body
    Size
    Health
    Scale
    Move
    Speed
    Melee DPS[2]
    (Post Hit Chance)
    Ranged weaponBandwidthResearchCostCyclesMarket Value[3]
    AgrihandAgrihandLight20% / 10% / 200%0.713.4 c/s4
    (2.48)
    -1Basic mechtechSteel 50 +Basic subcore 11800
    CleansweeperCleansweeperLight20% / 10% / 200%0.313.4 c/s2.31
    (1.43)
    -1Basic mechtechSteel 50 +Basic subcore 11800
    ConstructoidConstructoidLight20% / 10% / 200%0.713.4 c/s3.45
    (2.14)
    -1Basic mechtechSteel 50 +Basic subcore 11800
    LifterLifterLight20% / 10% / 200%0.712.8 c/s2.31
    (1.43)
    -1Basic mechtechSteel 50 +Basic subcore 11800
    MilitorMilitorLight20% / 10% / 200%0.713.8 c/s2.31
    (1.43)
    Mini-shotgun1Basic mechtechSteel 50 +Basic subcore 111800
    Centipede burnerCentipede burnerHeavy72% / 22% / 200%34.321.9 c/s6.03
    (3.74)
    Inferno cannon4High mechtechSteel 255 +Plasteel 255 +Component 8 +High subcore 162600
    Centipede gunnerCentipede gunnerHeavy72% / 22% / 200%34.321.9 c/s6.03
    (3.74)
    Minigun4High mechtechSteel 255 +Plasteel 255 +Component 8 +High subcore 162360
    DiabolusDiabolusSuperheavy75% / 25% / 200%44.52.4 c/s6.06
    (3.76)
    Charge blaster turret
    Hellsphere cannon
    5High mechtechSteel 300 +Plasteel 300 +Signal chip 2 +High subcore 1123000
    FabricorFabricorLight20% / 10% / 200%0.713.4 c/s2.31
    (1.43)
    -1High mechtechSteel 100 +High subcore 11800
    LancerLancerMedium40% / 20% / 200%10.724.7 c/s5.63
    (3.49)
    Charge lance3High mechtechSteel 75 +Plasteel 75 +Component 4 +Standard subcore 122555
    ParamedicParamedicLight20% / 10% / 200%0.713.8 c/s2.31
    (1.43)
    -1High mechtechSteel 100 +High subcore 11800
    PikemanPikemanMedium40% / 20% / 200%10.852.5 c/s5.23
    (3.24)
    Needle gun2Standard mechtechSteel 100 +Plasteel 40 +Component 4 +Standard subcore 122600
    ScorcherScorcherMedium40% / 20% / 200%10.74.5 c/s5.23
    (3.24)
    Mini-flameblaster1Standard mechtechSteel 80 +Plasteel 32 +Component 3 +Standard subcore 122200
    ScytherScytherMedium40% / 20% / 200%11.324.7 c/s10
    (6.2)
    -2Standard mechtechSteel 75 +Plasteel 75 +Component 4 +Standard subcore 121200
    TunnelerTunnelerHeavy80% / 40% / 200%3.51.51.9 c/s7.59
    (4.71)
    -3Standard mechtechSteel 150 +Plasteel 75 +Component 4 +Standard subcore 141200
    Centipede blasterCentipede blasterHeavy72% / 22% / 200%34.321.9 c/s6.03
    (3.74)
    Heavy charge blaster4Ultra mechtechSteel 255 +Plasteel 355 +Component 8 +High subcore 162600
    CenturionCenturionSuperheavy75% / 25% / 200%3.631.6 c/s6
    (3.72)
    Charge blaster turret5Ultra mechtechSteel 300 +Plasteel 200 +Advanced component 2 +Powerfocus chip 1 +High subcore 1121600
    LegionaryLegionaryMedium40% / 20% / 200%10.724.3 c/s5.23
    (3.24)
    Needle launcher2Ultra mechtechPlasteel 100 +Component 6 +High subcore 142600
    TesseronTesseronMedium40% / 20% / 200%10.724.7 c/s5.63
    (3.49)
    Beam graser3Ultra mechtechPlasteel 110 +Component 7 +High subcore 141344
    War queenWar queenSuperheavy75% / 25% / 200%45.21.6 c/s2
    (1.24)
    Charge blaster turret5Ultra mechtechSteel 600 +Plasteel 300 +Advanced component 3 +Nano structuring chip 1 +High subcore 1121600
    War urchinWar urchinLight20% / 10% / 200%0.71.34.2 c/s3.17
    (1.97)
    SpinerUltra mechtechSteel 251300
    1. Tynan Sylvester Interview, Hot Potato 2022[1]
    2. Note: This is the actual base average derived from themelee verb system updated in1.1.2610, 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.
  • Version history[edit]

    • Biotech DLC Release - Added.
    • 1.4.3527 - Fix: Abandoning a colony with mechs in it and making new a base will cause a mech control group error and show mechs are still active.
    • 1.4.3555 - Mechs now count as partial pawns for determiningraid points. AddedMechanoid labor preceptContent added by the Ideology DLC. Combat mechs now count as Autonomous Weapons for theAutonomous weapons precept.Content added by the Ideology DLC We now display market value on colony mechs’ inspect pane.
    • 1.4.3580 - Fix: Bandwith loss warning shown when pawn drops non-worn mechanitor equipment

    References[edit]

    Retrieved from "https://rimworldwiki.com/index.php?title=Mechanitor&oldid=160853"
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