RimWorld: How To Control Mechanoids (2024)

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  • Mechanoid Types

  • Mechanitor: Controling Mechanoids

RimWorld - Biotech is a new DLC that focuses on three key areas: genetic modification, controlling Mechanoids, and children and reproduction. It has been one of the highest-grossing DLCs on Steam since its release. Mechanoids are dangerous, clever, autonomous robots. They have a Comfortable Temperature range but still don't eat, or have moods.

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As machines, they are susceptible to EMP assaults, but after "Adapting" for 2,200 ticks (36.67 seconds) (regardless of source), they become resistant to any further EMP attacks. In Biotech, the player will be able to build and command an assortment of new and old mechanoids, as former foes are united by new labor lines. To control them, the player needs a 'mechanitor,' a person with a particular brain implant that gives them psychic control over half-living servitors.

Mechanoid Types

RimWorld: How To Control Mechanoids (1)

There are many additional mechanoid varieties that are introduced by the Biotech DLC, including:

Mechanoid Hive

A Mechanoid Hive contains hostile mechanoids. They can be found locked in old ruins throughout all biomes, whether they spawn within mountains or on the landscape. They may also attack the player's base during events and may be found in the majority of psychic ships, mech clusters and, poison ships.

Allied Mechanoids

By giving them life, the gamer can make friendly mechanoids. To make them and keep them from going wild, the gamer needs a mechanitor with enough bandwidth. To make mechanoids, the Biotech DLC must be turned on. These gestated variations demand power and must be recharged, resulting in pollution. Moreover, friendly mechanoids may be mended for free using power.

The different types of units in Mechanoid forces give each one a specific job to do. Basic summaries are accessible in the tables below:

Labor Mechanoids

Type

Description

Lifter

Intended for hauling

Constructoid

Intended for construction

Fabricor

Intended for crafting and tailoring

Agrihand

Intended for plant work

Cleansweeper

Intended for cleaning

Paramedic

Intended for rescue and tending, and equipped with the ability to leap and a firefoam pack

Tunneler

Intended for fast mining; comes with a melee attack, smoke pack, and shield

Combat Mechanoids

Type

Description

Militor

Armed with a low-power mini-shotgun, and cheap to gestate and maintain

Scorcher

Designed to burn enemies

Tesseron

Equipped with sweeping beam graser attack

Legionary

Equipped with bullet shield and needle gun

Centurion

Equipped with a large shield bubble, point-defense bulb turret, and able to move and shoot

Gommanders

Type

Description

Diabolus

Ultra-powerful, equipped with a somewhat small turret and flame burst ability

War queen

Equipped with a built-in mech gestaor and charge cannon

War urchin

Small mechanoids created by a war queen

Apocrition

Ressurects mechanoids and causes anger

Mechanitor: Controling Mechanoids

RimWorld: How To Control Mechanoids (2)

Mechanitors are pawns with a mechlink implanted. In the Biotech DLC, they serve to control mechanoids.

Mechalink

Mechlinks allow colonists to become mechanitors. They are responsible for controlling, building, and repairing the player's allied mechanoids. They must commence the mech gestation stages, and at least one mechanitor has to be present to engage on mech-related research. Mechanitors can only operate mechs for which they have adequate bandwidth. Furthermore, they can't tame hostile mechanoids, even if they were formerly part of the player's colony.

Mechanoid Control

Mechs are completely autonomous. The gamer cannot directly command mechanoid work, but they may regulate it indirectly by creating zones. Mechs are organized into control groups, which may subsequently be assigned to 1 of 4 orders:

Activity

Description

Work

Complete any applicable work duties

Escort

Follow the mechanitor and engage in combat with foes

Recharge

Locate and use available charging stations

Dormant self-charging

Disable the mechs

The mechanitor is in a controlled state (not downed or experiencing a mental break) and their mechs are located on the same map. If they are kept apart, the mechs will be able to do their jobs without any problems and won't get angry. But control groups and how they are put together can't be changed. The player can also draft mechs for battle. But the mechanoid can only be told to go places within a 25-tile radius of its master, and it can only be told to do other things while it is in that radius. It is possible to draft mechs outside of this range, where they may defend themselves, execute previous combat orders, or be ordered to approach the mechanitor.

Mechanoids will transition to the Uncontrolled state if the mechanitor runs out of bandwidth or dies. In the case of the mechanitor being disabled, however, they will not be controllable, and mechs with sufficient bandwidth will be unaffected. Uncontrolled mechs have a chance to go feral every 60,000 ticks (16.67 minutes) with an MTB duration of 10 in-game days and a cascade radius of 25 tiles.

Bandwidth

The number of mechs that a single mechanitor may command at once is determined on their bandwidth. The mechlink itself provides an increase of +6 bandwidth. To raise it even more, the gamer must make or build items.

Lack of bandwidth prevents mechanoids from being gestated. The mechanoids will become uncontrollable if the mechanitor's bandwidth drops below their bandwidth cost. After enough time has passed, uncontrolled mechanoids may abandon or attack the player's colony.

RimWorld is available on PlayStation 4, macOS, Xbox One, Linux, and Microsoft Windows.

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RimWorld: How To Control Mechanoids (2024)

FAQs

How do you control mechanoids Rimworld? ›

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

What is the best strategy against mechanoids Rimworld? ›

The most used strategy is to set all mortars to "hold fire" then "set target" to where you want to hit. Select only the mortar with EMP shell and click "hold fire" again, wait one second and select all the other mortars loaded with high explosive shells (as many as you can) and also click "hold fire" again.

What is the best way to deal with mechs Rimworld? ›

I usually use emp mortars to stun and then rush them with melee pawns backed up by ranged pawns. Clubs are better than longswords as mecha have low resistance to blunt.

What is a mechanoid weakness? ›

All Mechanoids share a common primary weakness to Gravity damage, and secondary weaknesses to Beam and Electric attacks, whilst they resist all other attributes.

Do EMPs work on mechanoids Rimworld? ›

EMP does not deal physical damage. Instead, EMP grenades stun turrets, mechanoids, and mortars for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for 2,200 ticks ( 36.67 secs ). Immunity is applied on stun, and further EMPs won't extend adaptation.

What ranged weapon is best against mechanoids Rimworld? ›

EMP weapons are a prime choice against Centipedes. In Combat Extended, EMP munitions not only stun mechanoids, but also deal electrical damage, against which they are especially vulnerable.

Can you revive mechanoids Rimworld? ›

Friendly mechanoids can be repaired with power and no other cost. As long as they leave a corpse, friendly mechanoids can be resurrected for a steel cost.

Can you burn mechanoids Rimworld? ›

Q: So mechanoids will actually burn now? A: No, actually! They will just break down if they are kept hot enough for long enough.

Can you butcher mechanoids? ›

Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials.

Are mechanoids toxic RimWorld? ›

By spewing these into the atmosphere, it can poison a whole region of the planet. Toxic spewers are mechanoid cluster and quest condition causers that create toxic fallout in a 3 world-tile radius.

Are mechanoids immune to heat RimWorld? ›

^1 Note: Despite having a minimum and maximum comfortable temperature defined, mechanoids are unaffected by temperature extremes.

What can you do with mechanoids Rimworld? ›

Friendly mechanoids can be repaired with power and no other cost. As long as they leave a corpse, friendly mechanoids can be resurrected for a steel cost. Allied Mechanoids do not consume any power while in a caravan and will return to their previous work mode when they arrive at the destination.

How do you control animals in Rimworld? ›

One of the best ways to control animals is to assign them an allowed area. Allowed areas are created via the Expand allowed area function in the Architect>Zone menu. Zoning prevents animals from wandering into danger and eating things they shouldn't be.

How to take apart mechanoid rimworld? ›

You can't disassemble, only shred for steel. Centipedes give some plasteel as well.

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