nyuuzyou/wikis huggingface dataset:
Mech Bandwidth

== Offsets ==
* Hediffs
** MechlinkSee Mechlink (Item): 
** Band node (tuned): per each tuned and powered Band node
Equipped Gear:
Apparel 	Offset	Layer
Airwire headset 	 	
Array headset 	 	
Integrator headset 	 	
Mechcommander helmet	 	
Mechlord helmet 	 	
Mechlord suit 	 	
Bandwidth pack 	 	
== Explanation ==
This stat is only shown on pawns with the hediff of the same name from an installed Mechlink, and thus the bandwidth added by the mechlink can be considered the default value. This stat is simply irrelevant if a pawn is without a mechlink, which is what allows a pawn to be a mechanitor in the first place.
== Calculating Mech Bandwidth ==
All bonuses are additive. The Airwire headset (), Array headset (), Integrator headset (), Mechcommander helmet (), and Mechlord helmet () all occupy the headgear layer, and so only one offset can be benefitted from at a time. The Mechlord suit () and Bandwidth pack () occupy non overlapping areas and thus can be worn together with any headgear of choice. An unlimited number of Band nodes () can be tuned to a mechanitor, although space, power, and resource cost are limiting factors.
Here is a table considering all available apparel options and their combined Mech Bandwidth:
Bandwidth	Mechlordsuit	Bandwidthpack	Headgear
6 	 	 	None/Other
18 	 	 	None/Other
15 	 	 	None/Other
27 	 	 	None/Other
9 	 	 	Airwire headset
21 	 	 	Airwire headset
18 	 	 	Airwire headset
30 	 	 	Airwire headset
12 	 	 	Array headset
24 	 	 	Array headset
21 	 	 	Array headset
33 	 	 	Array headset
15 	 	 	Integrator headset
27 	 	 	Integrator headset
24 	 	 	Integrator headset
36 	 	 	Integrator headset
12 	 	 	Mechcommander helmet
24 	 	 	Mechcommander helmet
21 	 	 	Mechcommander helmet
33 	 	 	Mechcommander helmet
18 	 	 	Mechlord helmet
30 	 	 	Mechlord helmet
27 	 	 	Mechlord helmet
39 	 	 	Mechlord helmet
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechBandwidth
* Label:mech bandwidth 	How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Default Base Value: 0
* Min Value: 0
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Mech Control Groups

== Offsets ==
* Mechlink: 
* Control sublink:
** Control sublink (standard): per sublink, up to a maximum of 
** Control sublink (high): per sublink, up to a maximum of 
* Control pack: 
== Example ==
All bonuses to this stat are additive.
This stat is only shown on mechanitors (i.e. they have an installed mechlink), and thus the control groups added by the mechlink can be considered the default value. 
It is effectively limited to a maximum of control groups: A mechanitor () wearing a control pack () and with three installed control sublinks (standard) () and three installed control sublinks (high) ().
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechControlGroups
* Label:mech control groups 	How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Default Base Value: 0
* Min Value: 0
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Mech Remote Repair Distance

== Offsets ==
* Hediffs
** Remote repairerSee Remote repairer (Item):
Level	Offset
1 	
2 	
3 	
== Explanation ==
This stat is only shown on mechanitors (i.e. they have an installed mechlink). Furthermore, it is only affected by the Remote repairer. The value is 0 by default and the final value is simply equal to the offset from the current level (installed count) of the Remote repairer. It represents the maximum distance in cells or tiles that a pawn can use the remote repair ability on player controlled mechanoids (excluding War urchins, which cannot be repaired). It is effectively limited to a maximum of cells/tiles: A mechanitor with a level 3 remote repairer ().
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechRemoteRepairDistance
* Label:mech remote repair distance	How far away a mech can be during remote repair.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Default Base Value: 0
* Min Value: 0
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Mech Remote Shield Distance

== Offsets ==
* Hediffs
** Remote shielderSee Remote shielder (Item):
Level	Offset
1 	
2 	
3 	
== Explanation ==
This stat is only shown on mechanitors (i.e. they have an installed mechlink). Furthermore, it is only affected by the Remote shielder. The value is 0 by default and the final value is simply equal to the offset from the current level (installed count) of the Remote shielder. It represents the maximum distance in cells or tiles that a pawn can use the remote shield ability on any mechanoid.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechRemoteShieldDistance
* Label:mech remote shield distance	The maximum range at which a mechanitor can place a shield on a mechanoid.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Default Base Value: 0
* Min Value: 0
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Mech Remote Shield Energy

== Offsets ==
* Hediffs
** Remote shielderSee Remote shielder (Item):
Level	Offset
1 	
2 	
3 	
== Explanation ==
This stat is only shown on mechanitors (i.e. they have an installed mechlink). Furthermore, it is only affected by the Remote shielder. The value is 0 by default and the final value is simply equal to the offset from the current level (installed count) of the Remote shielder. It represents the energy of the shield that can be applied to any mechanoid from the remote shield ability.
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechRemoteShieldEnergy
* Label:mech remote shield energy	The energy a remote shield will have when created by a mechanitor.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Default Base Value: 0
* Min Value: 0
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined:	- 	2000
== Version history ==
* Biotech (DLC) Release - Added.
Mech Repair Speed

== Offsets ==
* Hediffs
** Repair probeSee Repair probe (Implant):
Level	Offset
1 	
2 	
3 	
4 	
5 	
6 	
== Factors ==
* Skill Needs
** Crafting : 80% plus 10% per skill level.
RepairSpeed	CraftingLevel
0 	80%
1 	90%
2 	100%
3 	110%
4 	120%
5 	130%
6 	140%
7 	150%
8 	160%
9 	170%
10 	180%
11 	190%
12 	200%
13 	210%
14 	220%
15 	230%
16 	240%
17 	250%
18 	260%
19 	270%
20 	280%
== Explanation ==
This stat is only shown on mechanitors (i.e. they have an installed mechlink). It is affected by Crafting Skill level and the Repair probe implant. It is effectively limited to a maximum of : A mechanitor with a level 6 repair probe () and a crafting skill of 20 ().
Mech Repair Speed is calculated as:
Mech Repair Speed = (Default Base Value + Hediff Offset) × (0.8 + (Crafting Skill Level × 0.1) )
The max would be calculated as:
(1 + 2) × (0.8 + (20 × 0.1) )
3 × (0.8 + 2)
3 × 2.8
8.4
Which would be 840%.
== Possible values ==
Here is a table of all possible Mech Repair Speeds considering crafting level and number of installed repair probes:
CraftingLevel	Repair Probes	Repair Probes	Repair Probes	Repair Probes	Repair Probes	Repair Probes	Repair Probes
CraftingLevel	0 	1 	2 	3 	4 	5 	6
0 	80% 	 	 	 	 	 	
1 	90% 	 	 	 	 	 	
2 	100% 	 	 	 	 	 	
3 	110% 	 	 	 	 	 	
4 	120% 	 	 	 	 	 	
5 	130% 	 	 	 	 	 	
6 	140% 	 	 	 	 	 	
7 	150% 	 	 	 	 	 	
8 	160% 	 	 	 	 	 	
9 	170% 	 	 	 	 	 	
10 	180% 	 	 	 	 	 	
11 	190% 	 	 	 	 	 	
12 	200% 	 	 	 	 	 	
13 	210% 	 	 	 	 	 	
14 	220% 	 	 	 	 	 	
15 	230% 	 	 	 	 	 	
16 	240% 	 	 	 	 	 	
17 	250% 	 	 	 	 	 	
18 	260% 	 	 	 	 	 	
19 	270% 	 	 	 	 	 	
20 	280% 	 	 	 	 	 	
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:MechRepairSpeed
* Label:mech repair speed 	A multiplier on how fast a mechanitor can repair mechanoids.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Worker Class: StatWorker_Mechanitor
* Min Value: 
* Show On Animals: 
* Show On Humanlikes: 
* Show On Mechanoids: 
* Show If Undefined: 
* Default Base Value: 
* To String Style: PercentZero	
* Skill Need Factors:
** SkillNeed_BaseBonus:
*** Skill: Crafting
*** Base Value: 
*** Bonus Per Level:	2000
== Version history ==
* Biotech (DLC) Release - Added.
Mech Work Speed Offset

== Offsets ==
* Hediffs
** Control sublinkSee Control sublink (standard) and Control sublink (high):
Level	Offset
1 	
2 	
3 	
4 	
5 	
6 	
* Precepts 
** Mechanoid labor:
*** Enhanced: 
== Explanation ==
Mech Work Speed Offset is applied as an offset to Global Work Speed for mechanitor controlled mechanoids. Every mechanoid except for the Tunneler (150%) has a default Global Work Speed of 50%, and some have special modifiers to certain work types. Combat mechanoids cannot perform any type of work, meaning that work speed is only relevant to the following (work) mechanoids:
* Lifter
* Constructoid
* Fabricor
* Agrihand
* Cleansweeper
* Paramedic
* Tunneler
Here is a table of work mechanoids with the possible global work speeds from different control sublink levels:
Mechanoid 	Base GlobalWork Speed	Level 1(standard)	Level 2(standard)	Level 3(standard)	Level 5(high)	Level 5(high)	Level 6(high)
Lifter 	50% 	56% 	62% 	68% 	74% 	80% 	86%
Constructoid	50% 	56% 	62% 	68% 	74% 	80% 	86%
Fabricor 	50% 	56% 	62% 	68% 	74% 	80% 	86%
Agrihand 	50% 	56% 	62% 	68% 	74% 	80% 	86%
Cleansweeper	50% 	56% 	62% 	68% 	74% 	80% 	86%
Paramedic 	50% 	56% 	62% 	68% 	74% 	80% 	86%
Tunneler 	150% 	156% 	162% 	168% 	174% 	180% 	186%
Here is a table with the added bonus from the Enhanced Mechanoid labor Precept:
Mechanoid 	Global WorkSpeed +Mechanoid labor:Enhanced	Level 1(standard)	Level 2(standard)	Level 3(standard)	Level 5(high)	Level 5(high)	Level 6(high)
Lifter 	70% 	76% 	82% 	88% 	94% 	100% 	106%
Constructoid	70% 	76% 	82% 	88% 	94% 	100% 	106%
Fabricor 	70% 	76% 	82% 	88% 	94% 	100% 	106%
Agrihand 	70% 	76% 	82% 	88% 	94% 	100% 	106%
Cleansweeper	70% 	76% 	82% 	88% 	94% 	100% 	106%
Paramedic 	70% 	76% 	82% 	88% 	94% 	100% 	106%
Tunneler 	170% 	176% 	182% 	188% 	194% 	200% 	206%
== Stat Def Data ==
Def NameLabelLabel For Full Stat ListOffset LabelAttributes	Description 	Category	Parameters	ComplexParameters	DisplayPriorityInCategory
* Def Name:WorkSpeedGlobalOffsetMech
* Label:mech work speed offset	A work speed offset applied to a mechanitor's mechs.	
* Display Order:105
* Def Name:Mechanitor
* Label:Mechanitor
* Display All By Default:	
* Default Base Value: 
* Min Value: 
* Hide At Value: 
* To String Style: PercentZero
* Scenario Randomizable: 
* Show On Mechanoids: 
* Show On Animals:	- 	5000
== Version history ==
* Biotech (DLC) Release - Added.
Mech assembler

Mech assemblers are mechanoid cluster buildings added by the Royalty DLC. A mech assembler will spawn a mechanoid of its set type at a rate of one per day until it has produced a total of four mechanoids, or is destroyed. The mechanoids that can assembled are scythers, lancers, centipedes, or pikemen.
== Trivia ==
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
== Version history ==
* 1.1.2624 - Mechs created by the mech assembler mechs now defend the cluster instead of attacking. Mech assembler now shuts down after spawning 4 mechs - previously it would produce mechs indefinitely.
Category:Mechanoid Cluster
Mech booster

Mech boosters are a building added by the Biotech DLC that provides a speed bonus to nearby Mechanoids, allowing them to move and work faster.
== Acquisition ==
== Summary ==
Mech boosters consume 200 W of power and provide a multiplier to Global Work Speed and a multiplier to move speed to mechs operating within 9.9 tiles of the lower left corner of the booster. After exiting the radius, the effect disappears after . The effects of multiple mech boosters do not stack.
The bonuses from mech boosters are applied before the additive increases from control sublinks or the Mechanoid Labor: Enhanced precept; the mech booster does not further increase the effects of either.
All labor mechanoids except the tunneler have a Global Work Speed of 50%. Therefore, the mech booster will increase their work speed by +25%, regardless of any other factors.
ControlSublinks	Work Speed	Mech Boosted	Mech Boosted+ Labor: Enhanced
0 	50% 	75% 	95%
1 	56% 	81% 	101%
2 	62% 	87% 	107%
3 	68% 	93% 	113%
4 	74% 	99% 	119%
5 	80% 	105% 	125%
6 	86% 	111% 	131%
== Analysis ==
Mech boosters provide a substantial boost to mech productivity and should be constructed once a modest number of labor mechanoids are in use. Prioritize placing them where your mechs will do a lot of work, such as a kitchen, hospital, workshop, or greenhouse. While you could make another labor mech for the same cost as a booster, the mech booster can support multiple mechs at once and doesn't consume bandwidth. 
Keep in mind that mechanoids in use will affect the utility of a mech booster. 
Fabricors, agrihands, and constructoid spend a large proportion of their time working and so benefit proportionally more from the booster. Paramedics often do time sensitive tasks and therefore even small benefits can literally save lives which can justify a mech booster in established colonies. 
Meanwhile tunnelers mining ore are unlikely to stay in the radius without excessive coverage or frequent moving of the booster, but those digging out a mining base likely will benefit significantly.
Lifters are only positively affected by the move speed bonus, are unlikely to stay in a radius due to the role, and are cheap in both bandwidth and resources, as such they rarely justify a mech booster by themselves but can benefit from those built for other mechanoid if placement allows.
Boosters do little to help combat mechs, only increasing their movement speed in a small radius.
== Version history ==
* Biotech DLC Release - Added
Category:Biotech (Buildings)
Mech capsule

Mech capsules are mechanoid cluster buildings added by the Royalty DLC.
Upon awakening, 410 points of scythers, lancers, centipedes or pikemen will appear. Scythers and lancers cost 150 points, pikemen 110 points, and centipedes 400. 
== Trivia ==
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
Category:Mechanoid Cluster
Mech drop beacon

Mech drop beacon are Mechanoid cluster buildings added by the Royalty DLC. When the cluster is activated they will call for a small number of mechanoid reinforcements to drop-pod down close by.
Even if insta-killed, with a weapon such as with frag grenades, they will still call reinforcements.
A mech drop beacon will summon between 350 and 450 points of scythers, lancers, centipedes or pikemen. Scythers and lancers cost 150 points, pikemen 110 points, and centipedes 400. The mechanoids will arrive within a 10 to 30 radius ring around the beacon.
== Trivia ==
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.
The Ideology DLC allows destroyed variants, the Ancient mech drop beacon, to spawn as remnants of the ancient history of the planet.
== Gallery ==
MechDropBeacon.png|Intact Mech drop beacon
Ancient mech drop beacon.png|Ancient mech drop beacon sprite variant A 
DestroyedMechDropBeaconB.png|Ancient mech drop beacon sprite variant B 
DestroyedMechDropBeaconC.png|Ancient mech drop beacon sprite variant C 
== Version history ==
* ? - Added. 
* 1.4.3542 - Fix: Mechs summoned from mech drop beacons don't spawn in mech pods
Category:Mechanoid Cluster
Mech gestation processor

Mech gestation processor are artificial body parts added by the Biotech DLC that increase Mech Gestation Speed of a mechanitor. 
== Acquisition ==
== Summary ==
Each mech gestation processor increases Mech Gestation Speed of the implanted mechanitor by . Up to 6 processors can be installed in each mechanitor's brain. Each processor stacks additively as if it were , with the end result rounded down.
Num.Processors	Mech Gestation Speed
1 	
2 	
3 	
4 	
5 	
6 	
For a full breakdown of the factors affecting mech gestation speed, see Mech Gestation Speed.
=== Installation ===
Any Mechanitor with Mechlink installed, can install the Mech gestation processor by themselves, it takes roughly 3 seconds to implant, no surgery needed.
== Analysis ==
== Version history ==
* Biotech DLC Release - Added.
Category:Medical Item Category:Body Part Category:Implant
Mech gestator

The mech gestator is a building added by the Biotech DLC that allows for the creation and resurrection of light mechanoids by a mechanitor
== Acquisition ==
== Summary ==
The mech gestator is used to build and revive all light mechanoids. It cannot gestate medium, heavy or superheavy mechanoids. Consumes 350 W of power when gestating a mech, and 50 W otherwise. If power is lost during gestation, the cycle will pause, but no other adverse effects will occur. The gestator can only be worked by a mechanitor, and that mechanitor that works the gestator will be bonded to the mechs created.
Allowed mechanoids include:
* Militor
* Lifter
* Constructoid
* Agrihand
* Cleansweeper
* Fabricor
* Paramedic
Note: Despite being light mechanoids, war urchins are not created at this gestator. They are instead created by the War queen.
Resurrection bills can only be used on dead friendly mechanoids. 
* Resurrect Light Mech: Requires steel, and 1 gestation cycle.
== Analysis ==
Mech gestators are required for the creation of most light mechanoids. If a player wishes to have mechanoids, this is often a necessary building.
Light mechanoids primarily handle basic, repetitive jobs, such as harvesting crops or sweeping filth. Even colonies that don't want to focus heavily on mechanoids should consider investing into light, labor mechs in order to save on colonist time.
== See also == 
Large mech gestator - The larger variant, for creating other sizes of mechanoids.
== Version history ==
* Biotech DLC Release - Added.
* 1.4.3528 - Fix: Mech gestator draw size.
Category:Biotech (Buildings)
Mech node

== Acquisition ==
Mech nodes can be claimed from a mechanoid cluster once it has been defeated. Simply claim and uninstall it.
== Summary ==
A mech node provides 50% light to tiles directly adjacent, and no further. It also provides a small amount of cover. It has a beauty value of -20, so is very ugly to look at.
Mech nodes can be deconstructed for 22 plasteel and 1 component. It cannot be sold.
Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails, but will take the 10 flame damage from the initial attack.
== Analysis ==
Mech nodes are a reward for not destroying everything in a mech cluster. If they are preserved, nodes can be deconstructed for a decent amount of resources. Whenever this is worth mostly depends on whenever it is possible to destroy the mech cluster without causing a massive explosion. This itself depends on cluster arrangement and your colony's combat prowess.
Otherwise, mech nodes aren't very useful as actual buildings. They can provide cover, but a plasteel barricade has more health. You can use them to lure raiders into (poor) cover, but stools are easier to build. They can provide emergency light for surgeries during a solar flare, but a torch lamp is easier to make, if wood is available at all.
There is also a tiny niche for emergency surgical lighting, being completely independent of fuel, power, EMI and solar flares and with light being vital for surgical success. 
== Version history ==
* 1.2.2719 - Added as Gloomlight.
* 1.2.2753 - Fix: Gloomlight would prevent a sun lamp from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. It now correctly ignores the alpha from the xml.
* 1.3.? - Renamed from Gloomlight to Mech node, possibly to avoid confusion with darktorches. Description changed from "A self-powered mechanoid light. Gloomlights can be deconstructed to yield valuable resources, or used as lights - but only if they are captured intact. The internal micro power cell will flame out and ruin the materials"
Category:Special
Category:Lamp
Category:Environment