Basic subcore

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Basic subcore

Basic subcore

The simplest possible mechanoid brain, this is a tiny psychodynamic substrate unit housing a dull subpersona. Since this is only a basic-tier subcore, it can only drive the simplest of mechanoids. Like all mechanoid subcores, it contains a subpersona with a psychic presence, albeit a very faint one.

Base Stats

Type
Crafted resources
Market Value
200 Silver
Stack Limit
10
Mass
1 kg
HP
100
Deterioration Rate
2
Flammability
60%

Creation

Crafted At
Subcore encoder
Required Research
Basic mechtech
Work To Make
3,000 ticks (50 secs)
Work Speed Stat
Subcore Encoding Speed
Resources to make
Steel 50 + Component 2
Technical


A basic subcore is a crafting ingredient used in the gestation of mechanoid workers. They are added by the Biotech DLC.

It is one of three subcore types, along with the more advanced standard subcore and high subcore.

Acquisition[edit]

Basic subcores can be created in the subcore encoder once Basic mechtech has been researched. Each basic subcore requires Steel 50 Steel, Component 2 Components and 3,000 ticks (50 secs) of work. Unlike the other subcores, creating a basic subcore is just an ordinary work bill.

In addition, The Mechanitor starting scenario begins with 5 basic subcores.

Basic subcores can be obtained whenever disassembling a friendly mechanoid. The subcore will always be retrieved, along with some of the mech's original cost.

Usage[edit]

Basic subcores are used in the following crafting recipes:

  • Product Ingredients Type [Collapse]
    Agrihand Agrihand Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Cleansweeper Cleansweeper Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Constructoid Constructoid Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Lifter Lifter Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
    Militor Militor Content added by the Biotech DLC Steel 50 + Basic subcore 1 Mechanoid
  • Analysis[edit]

    Basic subcores are used in the creation of a number of different mechanoids, and therefore how much they are needed, in what numbers, and at what priority depends on the need for those mechanoids. See the individual mechanoid pages listed in the table above for analysis on their acquisition. Most mechanitor colonies will want them however, as the mechanoids that require them are some of the most useful on offer.

    Version history[edit]