Difference between revisions of "Subcore ripscanner"
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[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%. |
Revision as of 15:11, 4 January 2023
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: General. Attempt parity with other Subcore buildings (most important) and other production buildings (mid important). |
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
Building
- Size
- 3 × 2
- Minifiable
- False
- Passability
- PassThroughOnly
- 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)
The subcore ripscanner is a building added by the Biotech DLC that allows for the creation of high subcores by ripscanning human pawns.
Acquisition
Subcore ripscanner can be constructed once the High mechtech research project has been completed. They require 200 Steel, 150 Plasteel, 6 Components, 1,200 ticks (20 secs) of work, and a Construction skill of 6.
Summary
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 | 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 |
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
The primary way to get participants for the ripscanner are prisoners, taken from the constant supply raiders. It is also possible to use colonist who you would have banished in the first place.
Human resources
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 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 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
- Biotech DLC Release - Added.
- 1.4.3555 - Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.