Difference between revisions of "Subcore softscanner"
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− | {{Biotech}}{{ | + | {{Biotech}} |
+ | {{Infobox main|building | ||
| name = Subcore softscanner | | name = Subcore softscanner | ||
− | | image = | + | | image = SubcoreSoftscanner north.png |
− | | description = | + | | description = A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.<br>Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.<br>Higher tier subcores can be created by building a subcore ripscanner. |
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Biotech (Buildings) |
| placeable = | | placeable = | ||
| path cost = | | path cost = | ||
− | | passability = | + | | passability = pass through only |
| blockswind = | | blockswind = | ||
+ | | mass base = 25 | ||
| cover = 0.3 | | cover = 0.3 | ||
| minifiable = | | minifiable = | ||
− | | size = | + | | size = 2x3 |
| flammability = 0.5 | | flammability = 0.5 | ||
| hp = 250 | | hp = 250 | ||
Line 20: | Line 22: | ||
| skill 1 = Construction | | skill 1 = Construction | ||
| skill 1 level = 5 | | skill 1 level = 5 | ||
− | | work to make = | + | | work to make = 8000 |
| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 200 | | resource 1 amount = 200 | ||
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| thingCategories = | | thingCategories = | ||
}} | }} | ||
+ | The '''subcore softscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[standard subcore]]s by scanning [[human]] pawns. | ||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
− | = Summary = | + | == Summary == |
− | The | + | The subcore softscanner takes 150 W of [[power]]. Its only purpose is to form a [[standard subcore]], an ingredient used for the gestation of the following mechanoids: |
+ | {{Ingredient List|Standard subcore|noCollapse=1}} | ||
+ | |||
+ | A standard subcore requires {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component|Components]] to create. Then, a [[human]] must sit in the scanner for {{Ticks|7500}}. The person then receives scanning sickness. | ||
+ | |||
+ | === Scanning sickness === | ||
+ | <onlyinclude>{{quote|"This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage."|In-game description}} | ||
+ | A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects: | ||
+ | * [[Consciousness]]: {{Bad|x75%}} (Post factors) | ||
+ | * [[Manipulation]]: {{Bad|x75%}} (Post factors) | ||
+ | * [[Moving]]: {{Bad|x75%}} (Post factors) | ||
+ | * [[Vomiting]] {{MTB}}: {{Bad|1.5 days}} | ||
+ | * [[Mood]]: {{--|8}}</onlyinclude> | ||
== Analysis == | == Analysis == | ||
− | + | [[Prisoner]]s don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, but bear in mind that scanning sickness comes with a debuff of x75% for counciousness, manipulation and moving and since a lower counciousness will further lower manipulation and moving, you will be looking at a colonist with almost 50% debuff for all work and moving for 4 in game days. | |
+ | |||
+ | Standard subcores can create a variety of useful mechs, such as the [[tunneler]] for mining ore deposits or [[scyther]] for general melee combat. Some players may not prefer or need any of the standard subcore mechs, and can safely skip building the softscanner. However, the softscanner is not terribly expensive; you shouldn't hesitate to build one if you desire any of its component mechs. | ||
+ | |||
+ | Note that every mech that requires a standard subcore is created at a [[large mech gestator]] and uses the [[large mech recharger]]. These two buildings cost {{Icon Small|steel||{{#expr: {{Q|Large mech gestator|Resource 1 Amount}} + {{Q|Large mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Large mech gestator|Resource 2 Amount}} + {{Q|Large mech recharger|Resource 2 Amount}} }} }} [[component]]s. This is in addition to costs of the softscanner itself and the actual mechs. | ||
+ | |||
+ | == See also == | ||
+ | * [[Subcore encoder]] - Creates [[basic subcore]]s. | ||
+ | * [[Subcore ripscanner]] - Creates [[high subcore]]s. | ||
+ | |||
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
+ | * [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners. | ||
+ | * [[Version/1.4.3541|1.4.3541]] - Fix: Softcore{{Sic}} scanner tooltip formating. | ||
+ | * [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'. | ||
+ | |||
+ | {{Nav|biotech|wide}} | ||
+ | [[Category:Biotech (Buildings)]] |
Latest revision as of 12:42, 27 September 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Subcore softscanner
A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.
Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.
Higher tier subcores can be created by building a subcore ripscanner.
Base Stats
- Type
- Building – Biotech (Buildings)
- Mass
- 25 kg
- Beauty
- 0
- HP
- 250
- Flammability
- 50%
Building
- Size
- 2 × 3
- Passability
- pass through only
- Cover Effectiveness
- 30%
- Terrain Affordance
- Light
- Power
- 150 W
Creation
- Required Research
- Standard mechtech
- Skill Required
- Construction 5
- Work To Make
- 8,000 ticks (2.22 mins)
The subcore softscanner is a building added by the Biotech DLC that allows for the creation of standard subcores by scanning human pawns.
Acquisition[edit]
Subcore softscanners can be constructed once the standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires 200 Steel, 50 Plasteel, 4 Components, 8,000 ticks (2.22 mins) of work modified by the construction speed of the builder, and a construction skill of 5.
Summary[edit]
The subcore softscanner takes 150 W of power. Its only purpose is to form a standard subcore, an ingredient used for the gestation of the following mechanoids:
Product | Ingredients | Type [ExpandCollapse] |
---|---|---|
Lancer | 75 + 75 + 4 + 1 | Mechanoid |
Pikeman | 100 + 40 + 4 + 1 | Mechanoid |
Scyther | 75 + 75 + 4 + 1 | Mechanoid |
Scorcher | 80 + 32 + 3 + 1 | Mechanoid |
Tunneler | 150 + 75 + 4 + 1 | Mechanoid |
A standard subcore requires 50 Steel and 4 Components to create. Then, a human must sit in the scanner for 7,500 ticks (2.08 mins). The person then receives scanning sickness.
Scanning sickness[edit]
"This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage."
— In-game description
A person scanned in a subcore softscanner to produce a standard subcore is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.[Mechanitor Factor?] This has the following effects:
- Consciousness: ×75% (Post factors)
- Manipulation: ×75% (Post factors)
- Moving: ×75% (Post factors)
- Vomiting MTB: 1.5 days
- Mood: −8
Analysis[edit]
Prisoners don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, but bear in mind that scanning sickness comes with a debuff of x75% for counciousness, manipulation and moving and since a lower counciousness will further lower manipulation and moving, you will be looking at a colonist with almost 50% debuff for all work and moving for 4 in game days.
Standard subcores can create a variety of useful mechs, such as the tunneler for mining ore deposits or scyther for general melee combat. Some players may not prefer or need any of the standard subcore mechs, and can safely skip building the softscanner. However, the softscanner is not terribly expensive; you shouldn't hesitate to build one if you desire any of its component mechs.
Note that every mech that requires a standard subcore is created at a large mech gestator and uses the large mech recharger. These two buildings cost 550 steel and 8 components. This is in addition to costs of the softscanner itself and the actual mechs.
See also[edit]
- Subcore encoder - Creates basic subcores.
- Subcore ripscanner - Creates high subcores.
Version history[edit]
- Biotech DLC Release - Added.
- 1.4.3534 - Added more feedback to subcore scanners.
- 1.4.3541 - Fix: Softcore[sic] scanner tooltip formating.
- 1.4.3555 - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.