Agrihand

A agrihand is a mechanoid added by the Biotech DLC.
== Acquisition ==
Dead, friendly s can also be resurrected at the using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly , steel, and 1 gestation cycle taking to initiate.
== Summary == 
Dead agrihands may be shredded at the machining table or crafting spot for steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the agrihand.
=== Combat ===
Agrihands can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.
As a labor-focused mech, agrihands are never found in mechanoid raids.
=== As an ally ===
Mechs under player control require power: agrihands use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.
===Work===
Agrihands will automatically perform tasks under the Grow and Plant Cut work types; they can't be manually controlled, except when drafted for combat. They have an effective Plants skill of 10, resulting in Plant Harvest Yield of 102%. 
However, they have a base Plant Work Speed set to 80%, and a further Global Work Speed modifier of 50%. This results in a Plant Work Speed stat of 40%, which is as fast as a human of skill 10.
== Analysis ==
Agrihands are a fairly simple mechanoid, increasing the number of crops you can grow and harvest at any one time. With 10 plants skill, they can grow any crop, and as a 24/7 worker, they can allow your colony to grow and harvest a substantial number of additional crops, even if all your human growers are injured or otherwise grumpy.
Agrihands are useful if pawn time, or pawns with enough skill, are limited. In other words: useful if you need to grow more crops. If grow area is limited, then using a human with >10 skill will maximize the return off the finite space. Ideally, you could use both planters and agrihands when sowing crops, and have the mechs enter dormancy during the harvest. You can set an allowed area for agrihands if you need a specific area sowed or cut. With a proper allowed area set, agrihands should never have to get into combat, so they can remain operational no matter how damaged your colonists may be.
As mechanoids are immune to toxicity, agrihands are especially helpful for growing toxipotatoes and other plants in polluted soil - which you may cause by using mechanoids in the first place.
===Yield calculation===
Most non-tree plants take a base of to harvest and resow, which becomes due to their Plants Work Speed stat. This results in the agrihand being able to grow crops per day online.
It takes about 1.98 days for rice to grow in hydroponics, counting the plant resting period. Therefore, an agrihand can manage almost full hydroponics basins of rice ( plants), enough to power a little more than 1 full sun lamp setup. The agrihand can recharge as soon as it's done sowing. In rich soil, an agrihand can plant rice plants. 
Due to blight, travel time, and general inefficiency, actual yield will be smaller. These calculations also assume that recharge is micromanaged and that mechs work under full light all the time. But in a realistic scenario, you don't always need this many crops, and can turn off the agrihand to save on pollution.
For reference, an agrihand can grow enough rice to practically sustain around 10 baseline humans in a temperate biome when cooked into simple meals, even in the Losing is Fun difficulty, and even after accounting for work inefficiencies. With any other crop, the agrihand can sustain much larger fields - a theoretical yield of corn plants in rich soil or psychoid plants in hydroponics, for instance.
===Compared to planters===
An agrihand's harvest yield, both per plant and per day, can be outstripped by skilled human growers. A skill 10 human working only 8 hours a day will grow the same basins of rice. Humans can become even more efficient if they are equipped with field hands, have the Plants specialist role, and for drugs, the Drug Use: Essential precept. 
There's nothing stopping you from using both human and mech labor, or using mechs so that a human grower has more time for other tasks. But other than the pollution cost, mechs may create too much yield, too much to actually use (even traders have silver limits).
== Health ==
=== Body parts ===
== Gallery ==
Agrihand east.png| Age 0-99 Agrihand facing east
Agrihand north.png| Age 0-99 Agrihand facing north
Agrihand south.png| Age 0-99 Agrihand facing south
AgrihandAncient east.png| Age 100+ Agrihand facing east
AgrihandAncient north.png| Age 100+ Agrihand facing north
AgrihandAncient south.png| Age 100+ Agrihand facing south
== Version history ==
* Biotech DLC Release - Added.
Category:Mechanoids