Difference between revisions of "User:Hordes/Mechanitor"

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{{stub|No category|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.}}
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{{stub|No category|reason=Missing lots of the basic mechanics - Linking, unlinking, disassembly etc.|nocat = true}}
  
 
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]].
 
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]].
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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.
 
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.
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=== Mechanitor Upgrades ===
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All mechanitor upgrades are installed like the mechlink itself.
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* [[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.
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** [[Standard control sublink]]s can be installed 3 times.
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** [[High control sublink]]s can be installed 3 times on pawns with 3 standard sublinks already installed.
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* [[Mech gestation processor]]: Increases [[Mechanoid creation#Acquisition|mech gestation]] speed by 33.3% per implant. Can be installed up to 6 times.
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* [[Remote repairer]]: Allows repairing mechanoids from range. Can be installed up to 3 times to increase range.
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* [[Remote shielder]]: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.
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* [[Repair probe]]: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.
  
 
== Mechanoid Creation ==
 
== Mechanoid Creation ==
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=== Gestation cycles ===
 
=== Gestation cycles ===
{{Stub|section=1|reason= Initiating time modified by anything? What happens if the mechanitor dies mid cycle?}}
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{{Stub|section=1|nocat = true|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.  
 
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.  
  
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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.
 
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.
 
=== Mech signaling ===
 
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.
 
 
* [[Diabolus]] - Powered [[comms console]]
 
* [[War queen]] - [[Mechband antenna]]
 
* [[Apocriton]] - [[Mechband dish]]
 
 
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.
 
  
 
== Controlling Mechanoids ==
 
== Controlling Mechanoids ==
{{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?}}  
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{{Stub|section=1|nocat = true|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:
 
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:
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{{Main|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]].
 
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]].
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==Research==
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While [[Research#Basic Mechtech|Basic Mechtech]] can be researched as soon as you have a mechanitor, to research more advanced technology, you'll need to kill certain mechanoid bosses.
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* In order to research [[Research#Standard Mechtech|Standard Mechtech]], you must fight a [[Diabolus]] and study its [[signal chip]].
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* In order to research [[Research#High Mechtech|High Mechtech]], you must fight a [[War queen]] and study its [[powerfocus chip]].
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* In order to research [[Research#Ultra Mechtech|Ultra Mechtech]], you must fight an [[Apocriton]] and study its [[nano structuring chip]].
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=== Mech signaling ===
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Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo.
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* [[Diabolus]] - Powered [[comms console]]
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* [[War queen]] - [[Mechband antenna]]
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* [[Apocriton]] - [[Mechband dish]]
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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.
  
 
== Bandwidth ==
 
== Bandwidth ==
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To connect to a band node, select a band node, click the '''Tune to...''' button and select an available Mechanitor. Tuning for the first time lasts '''5 seconds''', re-tuning lasts '''3 days'''. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor [[Death|dies]]. When band nodes no longer receive [[power]], they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected [[mechanoids]].
 
To connect to a band node, select a band node, click the '''Tune to...''' button and select an available Mechanitor. Tuning for the first time lasts '''5 seconds''', re-tuning lasts '''3 days'''. Band nodes stay tuned to a pawn when they leave the map. A band node is no longer tuned when the connected mechanitor [[Death|dies]]. When band nodes no longer receive [[power]], they shutdown and because of that, mechanitors bandwidth gets lowered, which can lead to unconnected [[mechanoids]].
 
== Mechanitor Upgrades ==
 
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.
 
** [[Standard control sublink]]s can be installed 3 times.
 
** [[High control sublink]]s can be installed 3 times on pawns with 3 standard sublinks already installed.
 
* [[Mech gestation processor]]: Increases [[Mechanoid creation#Acquisition|mech 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.
 
  
 
== List of Controllable mechanoids ==
 
== List of Controllable mechanoids ==

Latest revision as of 09:15, 20 January 2025