Standard subcore

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Standard subcore

Standard subcore

A standard-tier mechanoid brain, this is a psychodynamic substrate unit supporting a thinking subpersona. This particular subcore is strong enough to drive standard-tier mechanoids. Mechanoids are more than robots, and this is more than a silicon computer. Its thinking, psychically-present subpersona makes it more adaptable than silicon systems. However, this also means it can only be produced by analog pattern transfer from another thinking mind.

Base Stats

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

Creation

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


A standard subcore is a crafting ingredient used in the gestation of some mechanoids. They are added by the Biotech DLC.

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

Acquisition[edit]

Standard subcores can be created in the subcore softscanner, which requires Standard mechtech to be researched. Creating these items is not done with a standard work bill.

Firstly, the softscanner must be loaded with Steel 50 Steel, Component 4 Components. Then, a human must sit[Detail needed] in the scanner for 7,500 ticks (2.08 mins). The person then receives Scanning Sickness for 4 days, or 240,000 ticks (66.67 mins).[Mechanitor Factor?] This has the following effects:

The subcore softscanner does not take pawns that already have scanning sickness.

Usage[edit]

Standard subcores are used in the following crafting recipes:

  • Product Ingredients Type [Collapse]
    Lancer Lancer Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
    Pikeman Pikeman Steel 100 + Plasteel 40 + Component 4 + Standard subcore 1 Mechanoid
    Scyther Scyther Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
    Scorcher Scorcher Content added by the Biotech DLC Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1 Mechanoid
    Tunneler Tunneler Content added by the Biotech DLC Steel 150 + Plasteel 75 + Component 4 + Standard subcore 1 Mechanoid
  • Analysis[edit]

    Standard 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.

    Assuming subcores are required, the next question becomes choosing which pawns to scan. Scanning sickness is a long duration ailment with nearly debilitating effects. Pawns that the colony relies upon should be avoided, especially if there has not been a recent raid. Prisoners are ideal candidates, with the penalties becoming an advantage in safely imprisoning them. Should prisoners be unavailable, colonists with little impact on combat effectiveness and/or with tasks that are only impacted in terms of work speed, such as haulers, cleaners, and crafters should be used.

    Version history[edit]