Difference between revisions of "Subcore encoder"
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{{Biotech}} | {{Biotech}} | ||
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{{Infobox main|building | {{Infobox main|building | ||
| name = Subcore encoder | | name = Subcore encoder | ||
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| description = A work station where a mechanitor can produce basic-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. Basic subcores can only be used in simple basic-tier mechs.<br>Higher tier subcores can be created by building a subcore softscanner or a subcore ripscanner. | | description = A work station where a mechanitor can produce basic-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. Basic subcores can only be used in simple basic-tier mechs.<br>Higher tier subcores can be created by building a subcore softscanner or a subcore ripscanner. | ||
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Biotech (Buildings) |
| placeable = | | placeable = | ||
| path cost = | | path cost = | ||
− | | passability = | + | | passability = pass through only |
| blockswind = | | blockswind = | ||
| cover = 0.3 | | cover = 0.3 | ||
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| resource 2 amount = 3 | | resource 2 amount = 3 | ||
| thingCategories = | | thingCategories = | ||
+ | | page verified for version = 1.4.3613 | ||
}} | }} | ||
The '''subcore encoder''' is a building added by the [[Biotech DLC]] that allows for the creation of [[basic subcore]]s. | The '''subcore encoder''' is a building added by the [[Biotech DLC]] that allows for the creation of [[basic subcore]]s. | ||
== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
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{{Ingredient List|Basic subcore|noCollapse=1}} | {{Ingredient List|Basic subcore|noCollapse=1}} | ||
− | A basic subcore requires | + | A basic subcore requires {{Required Resources|Basic subcore}} to create. Unlike the other subcore production buildings, this is done via regular bill. |
− | == | + | == Analysis == |
− | + | Basic subcores are responsible for 4 worker mechs: all of which can be useful for the entire game. Building the encoder and subsequent mechs can be highly worth it, even if you didn't begin the game with a mechanitor. Each basic mech costs {{Icon Small|steel||{{#expr: {{Q|Basic subcore|Resource 1 Amount}} + {{Q|Militor|Resource 1 Amount}} }} }} [[steel]] and {{icon small|component||{{#expr: {{Q|Basic subcore|Resource 2 Amount}} + {{Q|Militor|Resource 2 Amount}} }} }} [[component]]s, plus {{Icon Small|steel||{{#expr: {{Q|Subcore encoder|Resource 1 Amount}} + {{Q|Mech gestator|Resource 1 Amount}} + {{Q|Mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Subcore encoder|Resource 2 Amount}} + {{Q|Mech gestator|Resource 2 Amount}} + {{Q|Mech recharger|Resource 2 Amount}} }} }} [[component]]s for the combination of encoder, [[mech gestator]], and [[mech recharger]]. If you feel like you've gestated enough labor mechs, you can deconstruct the encoder and get some of its resources back. | |
+ | |||
+ | In return, [[agrihand]]s can grow at least 10 colonists worth of food entirely on its own, [[cleansweeper]]s can keep a large base cleaned, [[lifter]]s save the trouble of having to haul everything, and [[constructoid]]s can build large sections of a large base. Militors are also potent combat bots that are cheap to create. These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only {{icon small|steel}} 25 [[steel]]. The [[pollution]] cost can be managed - especially when you are sticking with just a few labor mechs. | ||
+ | |||
+ | [[Scenario system#The Mechanitor|The Mechanitor]] starting [[scenario]] begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need to create more than 5 additional basic mechs, you can delay building the subcore encoder. | ||
− | == | + | == See also == |
− | + | * [[Subcore softscanner]] - Creates [[standard subcore]]s. | |
− | + | * [[Subcore ripscanner]] - Creates [[high subcore]]s. | |
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
− | [[Category: | + | {{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 encoder
A work station where a mechanitor can produce basic-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. Basic subcores can only be used in simple basic-tier mechs.
Higher tier subcores can be created by building a subcore softscanner or a subcore ripscanner.
Base Stats
- Type
- Building – Biotech (Buildings)
- Mass
- 25 kg
- HP
- 200
- Flammability
- 50%
Building
- Size
- 3 × 2
- Passability
- pass through only
- Cover Effectiveness
- 30%
- Power
- -50 W
Creation
- Required Research
- Basic mechtech
- Skill Required
- Construction 4
- Work To Make
- 8,000 ticks (2.22 mins)
The subcore encoder is a building added by the Biotech DLC that allows for the creation of basic subcores.
Acquisition[edit]
Subcore encoders can be constructed once the basic mechtech research project has been completed. Each requires 100 Steel, 3 Components, 8,000 ticks (2.22 mins) of work modified by the construction speed of the builder, and a construction skill of 4.
Summary[edit]
The subcore encoder takes 150 W of power. Its only purpose is to form a basic subcore, an ingredient used for the gestation of the following mechanoids:
Product | Ingredients | Type [ExpandCollapse] |
---|---|---|
Agrihand | 50 + 1 | Mechanoid |
Cleansweeper | 50 + 1 | Mechanoid |
Constructoid | 50 + 1 | Mechanoid |
Lifter | 50 + 1 | Mechanoid |
Militor | 50 + 1 | Mechanoid |
A basic subcore requires 50 Steel, 2 Components to create. Unlike the other subcore production buildings, this is done via regular bill.
Analysis[edit]
Basic subcores are responsible for 4 worker mechs: all of which can be useful for the entire game. Building the encoder and subsequent mechs can be highly worth it, even if you didn't begin the game with a mechanitor. Each basic mech costs 100 steel and 3 components, plus 375 steel and 7 components for the combination of encoder, mech gestator, and mech recharger. If you feel like you've gestated enough labor mechs, you can deconstruct the encoder and get some of its resources back.
In return, agrihands can grow at least 10 colonists worth of food entirely on its own, cleansweepers can keep a large base cleaned, lifters save the trouble of having to haul everything, and constructoids can build large sections of a large base. Militors are also potent combat bots that are cheap to create. These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only 25 steel. The pollution cost can be managed - especially when you are sticking with just a few labor mechs.
The Mechanitor starting scenario begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need to create more than 5 additional basic mechs, you can delay building the subcore encoder.
See also[edit]
- Subcore softscanner - Creates standard subcores.
- Subcore ripscanner - Creates high subcores.
Version history[edit]
- Biotech DLC Release - Added.