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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.

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Mechanoid Types

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

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

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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