

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. 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 also be drafted for combat, where they are controlled like any colonist. By default, a mechanitor has 2 control groups, but this can be increased through the use of control sublinks and the control pack. However, control groups and their orders can not be changed. If they are separated, mechs will continue to do their tasks without a problem, and won't become hostile. Mechs can be woken up again when they reach 15% energy.Ĭontrol groups and orders may be changed, however the mechanitor must be controllable (not downed and not under a mental break), and their mechs are in the same map. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.
#MECHANICAL BOSS FULL#
Enter dormant self-charging if full or no available charging stations. Recharge: Look for available recharging stations and use them.Start charging after reaching a configurable % of power left (defaults to 5%). Escort: Follow the mechanitor around and fight enemies.Specifically, mechs are put into control groups, and the control group as a whole can then be assigned to one of four orders: You cannot order mechanoid work in any direct way, though you can indirectly control it through setting zones. See mechanoid creation for details on the mechs themselves. Mechanoids require power and create pollution when recharged normally. They can't tame mechanoids that are already hostile, even if they were once part of your colony. Mechanitors are limited to controlling mechs they have enough bandwidth for (See #Bandwidth for detail). 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. Mechanitors are required to control, build, and repair your allied mechanoids. You must have another mechanitor call it in, or wait for diaboli to spawn in high level mechanoid raids. Also, pawns with trauma savant can't summon a diabolus from the comms console. Pawns that are psychically deaf can't become mechanitors, and pawns that can't do Smithing can't actually gestate/repair mechs. They can also be extracted from your dead colonists, assuming it isn't destroyed. The "discovered mechinator complex" quest, with hostile mechanoids guarding it.Įither way, you will have to extract the mechlink from the long-dead corpse of an ancient mechanitor.Note that the Mechanitor starting scenario prevents the spawning of the exostrider by default. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Destroying an ancient exostrider midsection, which generates in most new maps.Other than starting out with one, they can be obtained in the following ways: Multiple mechanitors may exist in a colony, and function normally. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Colonists can become mechanitors through a mechlink.
