Difference between revisions of "High subcore"
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− | {{ | + | {{Biotech}} |
− | | name = | + | {{Stub|reason=Item type}} |
+ | {{Infobox main|production | ||
+ | | name = High subcore | ||
| image = SubcoreHigh.png | | image = SubcoreHigh.png | ||
− | | description = A high-tier mechanoid brain, this is a psychodynamic substrate unit which supports a sophisticated subpersona. This particular subcore is of the strongest tier, and can power complex ultra-heavy mechanoids.<br>The subpersona inside this core approaches a live human in its complexity, though it is of a very different nature. Like any such mind, it has a noticeable psychic presence. This subcore could only have been produced by rich pattern transfer from another sophisticated mind. The only way to do this without huge facilities is to ripscan a living person's brain, killing them in the process. | + | | description = A high-tier mechanoid brain, this is a psychodynamic substrate unit which supports a sophisticated subpersona. This particular subcore is of the strongest tier, and can power complex ultra-heavy mechanoids.<br/>The subpersona inside this core approaches a live human in its complexity, though it is of a very different nature. Like any such mind, it has a noticeable psychic presence. This subcore could only have been produced by rich pattern transfer from another sophisticated mind. The only way to do this without huge facilities is to ripscan a living person's brain, killing them in the process. |
<!-- Base Stats --> | <!-- Base Stats --> | ||
| type = | | type = | ||
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| work to make = | | work to make = | ||
| production facility 1 = Subcore ripscanner | | production facility 1 = Subcore ripscanner | ||
− | | resource 1 = | + | | resource 1 = steel |
− | | resource 1 amount = | + | | resource 1 amount = 50 |
− | | resource 2 = | + | | resource 2 = component |
− | | resource 2 amount = | + | | resource 2 amount = 4 |
<!-- Unused --> | <!-- Unused --> | ||
| always haulable = | | always haulable = | ||
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== Acquisition == | == Acquisition == | ||
− | High | + | High subcores are acquired from the [[subcore ripscanner]], which requires [[Research#High mechtech|High mechtech]] to be researched. The ripscanner can produce one subcore using {{Required Resources}} and one sacrificial pawn. Creating these items is not done with a standard work bill. |
− | + | Firstly, the ripscanner must be loaded with {{Required Resources}}. Then, a non-[[baby]] [[human]] must sit in the scanner for {{Ticks|7500}}. The ripscanner destroys the pawn's brain in the process, killing them and necessitating a new victim for every new subcore. | |
== Usage == | == Usage == | ||
High subcores are used in the following crafting recipes: | High subcores are used in the following crafting recipes: | ||
− | |||
− | + | {{Ingredient List|noCollapse=true}} | |
+ | |||
+ | == Analysis == | ||
+ | The primary way to get participants for the ripscanner are [[prisoner]]s, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place. | ||
+ | |||
+ | High subcores are used for a variety of advanced mechanoids, which all have their niches. Solo mechanitors in particular will value the [[paramedic]], which can rescue its master and perform [[surgery]] on them. | ||
+ | |||
+ | === Human resources === | ||
+ | {{Main|Human resources}} | ||
+ | A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{Icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. When used on guilty prisoners, there is a minor "Justified execution" mood debuff. | ||
+ | |||
+ | Selling prisoners directly to a slaver or [[faction base]] often is more profitable; this only gives a {{--|3}} [[mood]]let per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a [[peg leg]], or previous organ harvests can make a high subcore more valuable. | ||
+ | |||
+ | Organ harvests in general are more profitable: a [[heart]] or [[liver]] is worth {{icon Small|silver||{{Q|Heart|Market Value Base}}}} and requires 2 [[medicine]] of any type to extract. However, this usually gives {{--|5}} mood for organ harvesting and another {{--|6}} for organ-murder. | ||
+ | |||
+ | == Version history == | ||
+ | * [[Biotech DLC]] Release - Added. | ||
+ | * [[Version/1.4.3555|1.4.3555]] - Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%. | ||
+ | |||
+ | {{Nav|mechanoid|wide}} | ||
+ | [[Category:Crafted Resource]] |
Latest revision as of 09:17, 20 March 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Item type. |
High subcore
A high-tier mechanoid brain, this is a psychodynamic substrate unit which supports a sophisticated subpersona. This particular subcore is of the strongest tier, and can power complex ultra-heavy mechanoids.
The subpersona inside this core approaches a live human in its complexity, though it is of a very different nature. Like any such mind, it has a noticeable psychic presence. This subcore could only have been produced by rich pattern transfer from another sophisticated mind. The only way to do this without huge facilities is to ripscan a living person's brain, killing them in the process.
Base Stats
Creation
- thingCategories
- Manufactured
- techHediffsTags
- SubcoreBasic
A high subcore is a mechanoid component added by the Biotech DLC.
Acquisition[edit]
High subcores are acquired from the subcore ripscanner, which requires High mechtech to be researched. The ripscanner can produce one subcore using 50 Steel, 4 Components and one sacrificial pawn. Creating these items is not done with a standard work bill.
Firstly, the ripscanner must be loaded with 50 Steel, 4 Components. Then, a non-baby human must sit in the scanner for 7,500 ticks (2.08 mins). The ripscanner destroys the pawn's brain in the process, killing them and necessitating a new victim for every new subcore.
Usage[edit]
High subcores are used in the following crafting recipes:
Product | Ingredients | Type [ExpandCollapse] |
---|---|---|
Centipede blaster | 255 + 355 + 8 + 1 | Mechanoid |
Centipede burner | 255 + 255 + 8 + 1 | Mechanoid |
Centipede gunner | 255 + 255 + 8 + 1 | Mechanoid |
Centurion | 300 + 200 + 2 + 1 + 1 | Mechanoid |
Diabolus | 300 + 300 + 2 + 1 | Mechanoid |
Fabricor | 100 + 1 | Mechanoid |
Legionary | 100 + 6 + 1 | Mechanoid |
Paramedic | 100 + 1 | Mechanoid |
Tesseron | 110 + 7 + 1 | Mechanoid |
War queen | 600 + 300 + 3 + 1 + 1 | Mechanoid |
Analysis[edit]
The primary way to get participants for the ripscanner are prisoners, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place.
High subcores are used for a variety of advanced mechanoids, which all have their niches. Solo mechanitors in particular will value the paramedic, which can rescue its master and perform surgery on them.
Human resources[edit]
A high subcore requires 223 silver of non-human material and is worth 1,000 silver, for a Market Value profit of 777. When used on guilty prisoners, there is a minor "Justified execution" mood debuff.
Selling prisoners directly to a slaver or faction base often is more profitable; this only gives a −3 moodlet per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a peg leg, or previous organ harvests can make a high subcore more valuable.
Organ harvests in general are more profitable: a heart or liver is worth 1,200 and requires 2 medicine of any type to extract. However, this usually gives −5 mood for organ harvesting and another −6 for organ-murder.
Version history[edit]
- Biotech DLC Release - Added.
- 1.4.3555 - Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.