Mechanical: Difference between revisions
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(not technically an effect, not sure how to categorize) |
Kernelmethod (talk | contribs) m (Add bullet point that roboticized creatures can be repaired) |
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{{infobox row|ID|Roboticized}} | {{infobox row|ID|Roboticized}} | ||
}}{{#vardefine:name|{{qud text|&cmechanical|notxml}}}} | }}{{#vardefine:name|{{qud text|&cmechanical|notxml}}}} | ||
{{name}} is a rare | {{name|caps}} is a rare creature modifier. All creatures have a 1/20,000 chance (0.005%) of generating as a {{name}} creature when they spawn.<ref><code>ObjectBlueprints.xml</code></ref>{{Code Reference|class=Roboticized}} | ||
Robots are already mechanical, so they cannot gain this modifier. | |||
When {{name}}, creatures: | When {{name}}, creatures: | ||
* Are invulnerable to mental attacks | * Are invulnerable to mental attacks | ||
* Are made out of [[metal]] if they weren't already | * Are made out of [[metal]] if they weren't already | ||
* | * Can be [[Repair|repaired]] when damaged | ||
* No longer | * Gain {{favilink id|Mutation:DarkVision}} at level 12 unless they already have [[Dark Vision]]. | ||
* Have their base Electric resistance | * No longer drop a corpse | ||
* Have their base Heat and Cold resistance | * Have their base Electric resistance set to -50 | ||
* Have their base Heat and Cold resistance set to 25 | |||
* Are considered Inorganic | * Are considered Inorganic | ||
* | * Bleed {{favilink|oil}}, and are able to bleed if not able to before | ||
* [[Dismember]]ed parts will be able to be [[Disassemble]]d into [[bits]] | * [[Dismember]]ed parts will be able to be [[Disassemble]]d into [[bits]] | ||
* | * Will have all body parts considered mechanical (and thus ineligible for [[fungal infection]]s and [[tattoo gun|tattooing]]) | ||
* | * Will have {{qud text|&cmechanical|notxml}} prepended to their name | ||
* Have "There is a low, persistent hum emanating outward." appended to their description | * Have "There is a low, persistent hum emanating outward." appended to their description | ||
* Gain additional qualities that are common to [[robots]]. This includes: | |||
** Immunity to disease, confusion, poison, and [[Respiration|inhaled gas effects]] | |||
** Vulnerability to [[EMP]] | |||
** Have a chance to drop scrap on death | |||
== References == | |||
<references /> |
Latest revision as of 20:24, 22 March 2024
This information is reliable as of patch 2.0.195.2. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.195.2. If this is no longer the current patch, you can help by updating it.
mechanical
ID
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Roboticized |
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Mechanical is a rare creature modifier. All creatures have a 1/20,000 chance (0.005%) of generating as a mechanical creature when they spawn.[1][2]
Robots are already mechanical, so they cannot gain this modifier.
When mechanical, creatures:
- Are invulnerable to mental attacks
- Are made out of metal if they weren't already
- Can be repaired when damaged
- Gain Night Vision at level 12 unless they already have Dark Vision.
- No longer drop a corpse
- Have their base Electric resistance set to -50
- Have their base Heat and Cold resistance set to 25
- Are considered Inorganic
- Bleed oil, and are able to bleed if not able to before
- Dismembered parts will be able to be Disassembled into bits
- Will have all body parts considered mechanical (and thus ineligible for fungal infections and tattooing)
- Will have mechanical prepended to their name
- Have "There is a low, persistent hum emanating outward." appended to their description
- Gain additional qualities that are common to robots. This includes:
- Immunity to disease, confusion, poison, and inhaled gas effects
- Vulnerability to EMP
- Have a chance to drop scrap on death