Difference between revisions of "Subcore softscanner"
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== 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, as scanning sickness is not a terribly strong debuff. | [[Prisoner]]s don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, as scanning sickness is not a terribly strong debuff. | ||
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. |
Revision as of 07:40, 29 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Subcore softscanner
Base Stats
- Type
- Building
- Beauty
- 0
- HP
- 250
- Flammability
- 50%
Building
- Size
- 2 × 3
- Cover Effectiveness
- 30%
- Terrain Affordance
- Light
- Power
- 150 W
Creation
- Required Research
- Standard mechtech
- Skill Required
- Construction 5
Acquisition
The Subcore softscanner can be constructed once Standard Mechtech is researched.
Summary
The subcore softscanner takes 150 W of power. Its only purpose is to form a standard subcore, an ingredient used for the gestation of Cleansweepers, Lancers, Pikemen, Scorchers, Scythers, and Tunnelers.
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 for 4 days, or 24,000 ticks (6.67 mins). This reduces Consciousness and Manipulation by x75% and causes a −8 mood penalty.
Analysis
Prisoners don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, as scanning sickness is not a terribly strong debuff.
Version history
- Biotech DLC Release - Added.