Difference between revisions of "Subcore ripscanner"

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{{Biotech}}{{stub}}{{infobox main|building|
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{{Biotech}}
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{{Infobox main|building
 
| name = Subcore ripscanner
 
| name = Subcore ripscanner
| image =  
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| image = SubcoreRipscanner north.png
| description = A pod with thousands of tissue probe injectors and an ultra-high-power vaporizing brain scanner. Once a person is inserted, the device will insert the probes into their body through the skin while the ripscanner chews through the brain, reading the reflected radiation and destroying the brain in the process. Ripscanning the mind generates a neuro-psychic pattern that the scanner can analog-transfer to a new high-tier mechanoid subcore.<br>Subcores are mechanoid brains and producing any mechanoid requires one. High-tier subcores produced by this ripscanner can only power high-tier mechanoids.
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| description = A pod with thousands of tissue probe injectors and an ultra-high-power vaporizing brain scanner. Once a person is inserted, the device will insert the probes into their body through the skin while the ripscanner chews through the brain, reading the reflected radiation and destroying the brain in the process. Ripscanning the mind generates a neuro-psychic pattern that the scanner can analog-transfer to a new high-tier mechanoid subcore.<br/>Subcores are mechanoid brains and producing any mechanoid requires one. High-tier subcores produced by this ripscanner can only power high-tier mechanoids.
 
| type = Building
 
| type = Building
| type2 = ???
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| type2 = Biotech (Buildings)
 
| placeable =  
 
| placeable =  
 
| path cost =  
 
| path cost =  
| passability = PassThroughOnly
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| passability = pass through only
 
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The '''subcore ripscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[high subcore]]s by ripscanning [[human]] pawns.
  
 
== Acquisition ==
 
== Acquisition ==
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{{Acquisition}}
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== Summary ==
 
== Summary ==
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{{Stub|section=1|reason=Thoughts from use, traits and ideoligions that negate/modify them, whether it counts as execution for ideos requiring executions, etc. Use {{T|Thought}} where appropriate.}}
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The subcore ripscanner takes 150 W of [[power]]. Its only purpose is to form a [[high subcore]], an ingredient used for the gestation of the following mechanoids:
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{{Ingredient List|High subcore|noCollapse=1}}
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A high subcore requires 50 [[steel]] and 4 [[components]] to create. Then, a non-[[baby]] [[human]] must sit in the scanner for {{ticks|7500}}. The pawn then [[death|dies]] from destruction of the brain. This is considered an execution for all intents and purposes.
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== Analysis ==
 
== Analysis ==
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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.
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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. If you want to make any of the listed mechs, then the ripscanner is an essential investment. If don't want any ripscanner mechs for the time being, then you can skip on the ripscanner.
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The Subcore ripscanner does not take pawns with scanning sickness.
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If used in tandem with a pawn capable of [[death refusal]]{{AnomalyIcon}}, it is possible to obtain a high subcore while keeping the pawn alive after the fact. This incurs the typical penalties associated with death refusal revival, but can be especially useful when looking to ripscan [[horax cult|cultist]] raiders as they can then be sold, organ harvested, or ripscanned a 2nd time.
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===Human resources===
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{{Main|Human resources}}
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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 isn't a mood penalty.
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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.
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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.
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== See also ==
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* [[Subcore encoder]] - Creates [[basic subcore]]s.
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* [[Subcore softscanner]] - Creates [[standard subcore]]s.
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== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
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* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.
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* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'. Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%. Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
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* [[Version/1.4.3580|1.4.3580]] - Fix: Typo in colonist ripscanned thought description.
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{{Nav|biotech|wide}}
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[[Category:Biotech (Buildings)]]

Latest revision as of 12:42, 27 September 2024

Subcore ripscanner

Subcore ripscanner

A pod with thousands of tissue probe injectors and an ultra-high-power vaporizing brain scanner. Once a person is inserted, the device will insert the probes into their body through the skin while the ripscanner chews through the brain, reading the reflected radiation and destroying the brain in the process. Ripscanning the mind generates a neuro-psychic pattern that the scanner can analog-transfer to a new high-tier mechanoid subcore.
Subcores are mechanoid brains and producing any mechanoid requires one. High-tier subcores produced by this ripscanner can only power high-tier mechanoids.

Base Stats

Type
BuildingBiotech (Buildings)
Market Value
1925 Silver [Note]
Mass
25 kg
HP
250
Flammability
50%

Building

Size
3 × 2
Minifiable
False
Passability
pass through only
Cover Effectiveness
30%
Blocks Wind
False
Terrain Affordance
Light
Power
-150 W

Creation

Required Research
High mechtech
Skill Required
Construction 6
Work To Make
1,200 ticks (20 secs)
Resources to make
Steel 200 + Plasteel 150 + Component 6
Deconstruct yield
Steel 100 + Plasteel 75 + Component 3
Destroy yield
Steel 50 + Plasteel 37 - 38 + Component 1 - 2

The subcore ripscanner is a building added by the Biotech DLC that allows for the creation of high subcores by ripscanning human pawns.

Acquisition[edit]

Subcore ripscanners can be constructed once the high mechtech research project has been completed. Note that this research requires a powerfocus chip to unlock. Each requires Steel 200 Steel, Plasteel 150 Plasteel, Component 6 Components, 1,200 ticks (20 secs) of work modified by the construction speed of the builder, and a construction skill of 6.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

The subcore ripscanner takes 150 W of power. Its only purpose is to form a high subcore, an ingredient used for the gestation of the following mechanoids:

  • Product Ingredients Type [ExpandCollapse]
    Centipede blaster Centipede blaster Steel 255 + Plasteel 355 + Component 8 + High subcore 1 Mechanoid
    Centipede burner Centipede burner Steel 255 + Plasteel 255 + Component 8 + High subcore 1 Mechanoid
    Centipede gunner Centipede gunner Steel 255 + Plasteel 255 + Component 8 + High subcore 1 Mechanoid
    Centurion Centurion Content added by the Biotech DLC Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 Mechanoid
    Diabolus Diabolus Content added by the Biotech DLC Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 Mechanoid
    Fabricor Fabricor Content added by the Biotech DLC Steel 100 + High subcore 1 Mechanoid
    Legionary Legionary Content added by the Biotech DLC Plasteel 100 + Component 6 + High subcore 1 Mechanoid
    Paramedic Paramedic Content added by the Biotech DLC Steel 100 + High subcore 1 Mechanoid
    Tesseron Tesseron Content added by the Biotech DLC Plasteel 110 + Component 7 + High subcore 1 Mechanoid
    War queen War queen Content added by the Biotech DLC Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 Mechanoid
  • A high subcore requires 50 steel and 4 components to create. Then, a non-baby human must sit in the scanner for 7,500 ticks (2.08 mins). The pawn then dies from destruction of the brain. This is considered an execution for all intents and purposes.

    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. If you want to make any of the listed mechs, then the ripscanner is an essential investment. If don't want any ripscanner mechs for the time being, then you can skip on the ripscanner.

    The Subcore ripscanner does not take pawns with scanning sickness.

    If used in tandem with a pawn capable of death refusalContent added by the Anomaly DLC, it is possible to obtain a high subcore while keeping the pawn alive after the fact. This incurs the typical penalties associated with death refusal revival, but can be especially useful when looking to ripscan cultist raiders as they can then be sold, organ harvested, or ripscanned a 2nd time.

    Human resources[edit]

    A high subcore requires Silver 223 silver of non-human material and is worth Silver 1,000 silver, for a Market Value profit of Silver 777. When used on guilty prisoners, there isn't a mood penalty.

    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 Silver 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.

    See also[edit]

    Version history[edit]

    • Biotech DLC Release - Added.
    • 1.4.3534 - Added more feedback to subcore scanners.
    • 1.4.3555 - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'. Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%. Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.
    • 1.4.3580 - Fix: Typo in colonist ripscanned thought description.