High subcore

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High subcore

High subcore

A high-tier mechanoid brain, this is a psychodynamic substrate unit which supports a sophisticated subpersona. This particular subcore is of the strongest tier, and can power complex ultra-heavy mechanoids.
The subpersona inside this core approaches a live human in its complexity, though it is of a very different nature. Like any such mind, it has a noticeable psychic presence. This subcore could only have been produced by rich pattern transfer from another sophisticated mind. The only way to do this without huge facilities is to ripscan a living person's brain, killing them in the process.

Base Stats

Type
Crafted resources
Market Value
1000 Silver
Stack Limit
10
Mass
1 kg
HP
100
Deterioration Rate
2
Flammability
60%

Creation

Crafted At
Subcore ripscanner
Resources to make
Steel 50 + Component 4
Technical


A high subcore is a mechanoid component added by the Biotech DLC.

It is one of three subcore types, along with the less advanced basic subcore and standard subcore.

Acquisition[edit]

High subcores are acquired from the subcore ripscanner, which requires High mechtech to be researched. The ripscanner can produce one subcore using Steel 50 Steel, Component 4 Components and one sacrificial pawn. Creating these items is not done with a standard work bill.

Firstly, the ripscanner must be loaded with Steel 50 Steel, Component 4 Components. Then, a non-baby human must sit[Detail needed] in the scanner for 7,500 ticks (2.08 mins). The ripscanner destroys the pawn's brain in the process, killing them and necessitating a new victim for every new subcore. The subcore ripscanner does not take pawns with scanning sickness.

Usage[edit]

High subcores are used in the following crafting recipes:

  • Product Ingredients Type [Collapse]
    Centipede blaster Centipede blaster Steel 255 + Plasteel 355 + Component 8 + High subcore 1 Mechanoid
    Centipede burner Centipede burner Steel 255 + Plasteel 255 + Component 8 + High subcore 1 Mechanoid
    Centipede gunner Centipede gunner Steel 255 + Plasteel 255 + Component 8 + High subcore 1 Mechanoid
    Centurion Centurion Content added by the Biotech DLC Steel 300 + Plasteel 200 + Advanced component 2 + Powerfocus chip 1 + High subcore 1 Mechanoid
    Diabolus Diabolus Content added by the Biotech DLC Steel 300 + Plasteel 300 + Signal chip 2 + High subcore 1 Mechanoid
    Fabricor Fabricor Content added by the Biotech DLC Steel 100 + High subcore 1 Mechanoid
    Legionary Legionary Content added by the Biotech DLC Plasteel 100 + Component 6 + High subcore 1 Mechanoid
    Paramedic Paramedic Content added by the Biotech DLC Steel 100 + High subcore 1 Mechanoid
    Tesseron Tesseron Content added by the Biotech DLC Plasteel 110 + Component 7 + High subcore 1 Mechanoid
    War queen War queen Content added by the Biotech DLC Steel 600 + Plasteel 300 + Advanced component 3 + Nano structuring chip 1 + High subcore 1 Mechanoid
  • Analysis[edit]

    High 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. Solo mechanitors in particular will value the paramedic, which can rescue its master and perform surgery on them.

    The primary way to get participants for the ripscanner are prisoners, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place.

    If used in tandem with a pawn capable of death refusalContent added by the Anomaly DLC, it is possible to obtain a high subcore while keeping the pawn alive after the fact. This incurs the typical penalties associated with death refusal revival, but can be especially useful when looking to ripscan cultistContent added by the Anomaly DLC raiders as they can then be sold, organ harvested, or ripscanned a second time.

    Human resources[edit]

    A high subcore requires Silver 223 silver of non-human material and is worth Silver 1,000 silver, for a Market Value profit of Silver 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 Silver 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[edit]

    • Biotech DLC Release - Added.
    • 1.4.3555 - Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.