Difference between revisions of "Control sublink (standard)"

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== Analysis ==
 
== Analysis ==
Usually, getting a [[bandwidth pack]] first is a better use of signal chips. 2 control sublinks would give {{+|12%}} work speed per mechanoid. A bandwidth pack gives access to 9 [[bandwidth]] for mechanoids, equating to more work speed. For example, doubling your [[agrihand]] workforce would effectively double your work speed, though at the cost of [[pollution]].
+
Typically, you may want to use the [[signal chip]]s the sublinks require on a [[bandwidth pack]] first. The extra mechs from the (worst-case) 30% increase in bandwidth will have a much larger impact on both combat and economic potential than {{+|12%}} work speed. Best-case, it is a 150% ''increase''. Note that this does come at cost of additional [[power]] and [[pollution]] however.
  
Eventually, you'll want to install all 6 control sublinks - more for the additional work speed, rather than the control groups. An additional control group or two can be helpful, but you'll rarely need all 8.
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Eventually, you'll want to install all 6 control sublinks - more for the additional work speed, rather than the control groups. A few extra control subgroups can be helpful, but you'll rarely need more than 4.
  
 
== Version history ==
 
== Version history ==

Revision as of 05:24, 6 April 2023

Control sublink (standard)

Control sublink (standard)

A neural implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.
This standard-tier sublink can only increase the control group count up to 3. To go higher, a higher-tier sublink implant must be used.
It can be self-installed without surgery.
This implant can be installed up to 3 times to increase its effect.

Base Stats

Type
Medical ItemsBody Parts
Market Value
1200 Silver
Mass
1 kg
Beauty
-4
HP
100
Deterioration Rate
0

Creation

Crafted At
Machining table
Required Research
Standard mechtech
Skill Required
Crafting 6
Work To Make
3,200 ticks (53.33 secs)
Resources to make
Signal chip 1 + Component 4
Technical
thingCategories
BodyPartsMechtech


Control sublinks (standard) are artificial body parts added by the Biotech DLC. Each control sublink installed increases the number of control groups available to a mechanitor and increase the work speed of their mechs.

Acquisition

Standard control sublinks can be crafted at a Machining table once the Standard mechtech research project has been completed. They require Signal chip 1 Signal chip, Component 4 Components, 3,200 ticks (53.33 secs) of work, and a Crafting skill of 6.

Summary

Each standard and high control sublink increases increases the number of control groups available to a mechanitor by +1 and the work speed of their mechs by +6%, up to a maximum of +6 and +36%. Up to three of each type of sublink can be installed into a mechanitor's brain. At least three standard sublinks must be installed before any high sublinks can be installed.

Control sublinks Control groups Work speed
0 2 +0%
1 3 +6%
2 4 +12%
3 5 +18%
4 6 +24%
5 7 +30%
6 8 +36%

As all non-Tunneler laborer mechs have a base Global Work Speed of 50%, this boost is relatively higher than it seems. For example, 1 sublink with no other factors turns 50% work speed into 56% workspeed; a ×112% increase.

Installation

Unlike most other artificial body parts, the control sublink is not installed via an operation. Instead, the selected mechanitor can be selected to use the device on themselves, consuming the item and installing it.

Analysis

Typically, you may want to use the signal chips the sublinks require on a bandwidth pack first. The extra mechs from the (worst-case) 30% increase in bandwidth will have a much larger impact on both combat and economic potential than +12% work speed. Best-case, it is a 150% increase. Note that this does come at cost of additional power and pollution however.

Eventually, you'll want to install all 6 control sublinks - more for the additional work speed, rather than the control groups. A few extra control subgroups can be helpful, but you'll rarely need more than 4.

Version history