Difference between revisions of "Subcore encoder"

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{{Ingredient List|Basic subcore|noCollapse=1}}
 
{{Ingredient List|Basic subcore|noCollapse=1}}
  
A basic subcore requires ??  to create.  
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A basic subcore requires {{Required Resources|Basic subcore}} to create.  
  
 
== Analysis ==
 
== Analysis ==
The subcore encoder can be obtained either by starting your save as a [[Mechanitor]] or by unlocking the [[Basic Mechtech]] research. The encoder can always be built by a [[constructoid]] but will require a pawn with high enough construction skill if one is not available.
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Basic subcores are responsible for 4 worker mechs: all of which can be useful for the entire game. Building the encoder and subsequent mechs can be highly worth it, even if you didn't begin the game with a mechanitor. Each basic mech costs {{icon small|steel||{{#expr: {{Q|Basic subcore|Resource 1 Amount}} + {{Q|Militor|Resource 1 Amount}} }}}} [[steel]] and {{icon small|component||{{#expr: {{Q|Basic subcore|Resource 2 Amount}} + {{Q|Militor|Resource 2 Amount}} }}}} [[component]]s, plus  {{icon small|steel||{{#expr: {{Q|Subcore encoder|Resource 1 Amount}} + {{Q|Mech gestator|Resource 1 Amount}} + {{Q|Mech recharger|Resource 1 Amount}} }}}} [[steel]] and {{icon small|component||{{#expr: {{Q|Subcore encoder|Resource 2 Amount}} + {{Q|Mech gestator|Resource 2 Amount}} + {{Q|Mech recharger|Resource 2 Amount}} }}}} [[component]]s for an encoder, [[mech gestator]], and [[mech recharger]].
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In return, agrihands can grow at least 10 colonists worth of food entirely on its own, cleansweepers can keep a large base cleaned, lifters save the trouble of having to lift everything, and constructoids can build large sections of a large base. These benefits, at least for the former 3 mechs, will last until the mech is killed - and subsequently resurrected for only {{icon small|steel}} 25 [[steel]]. Militors are also potent combat bots that are cheap to create. If you feel like you've gestated enough mechs, you can deconstruct the encoder and get some of its resources back.
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[[Scenario system#The Mechanitor|The Mechanitor]] starting [[scenario]] begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need more than 5 basic mechs, you can delay building the subcore encoder.  
  
 
== See also ==
 
== See also ==

Revision as of 03:13, 31 January 2023

Subcore encoder

Subcore encoder

A work station where a mechanitor can produce basic-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. Basic subcores can only be used in simple basic-tier mechs.
Higher tier subcores can be created by building a subcore softscanner or a subcore ripscanner.

Base Stats

Type
BuildingBiotech
Market Value
315 Silver [Note]
Mass
25 kg
HP
200
Flammability
50%

Building

Size
3 × 2
"PassThroughOnly" is not in the list (impassable, pass through only, standable) of allowed values for the "Passability" property.
Passability
PassThroughOnly
Cover Effectiveness
30%
Power
-50 W

Creation

Required Research
Basic mechtech
Skill Required
Construction 4
Work To Make
8,000 ticks (2.22 mins)
Resources to make
Steel 100 + Component 3
Deconstruct yield
Steel 50 + Component 1 - 2
Destroy yield
Steel 25 + Component 0 - 1

The subcore encoder is a building added by the Biotech DLC that allows for the creation of basic subcores.

Acquisition

Subcore encoder can be constructed once the Basic mechtech research project has been completed. They require Steel 100 Steel, Component 3 Components, 8,000 ticks (2.22 mins) of work, and a Construction skill of 4.

Summary

The subcore encoder takes 150 W of power. Its only purpose is to form a basic subcore, an ingredient used for the gestation of the following mechanoids:

  • Product Ingredients Type [ExpandCollapse]
    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
  • A basic subcore requires Steel 50 Steel, Component 2 Components to create.

    Analysis

    Basic subcores are responsible for 4 worker mechs: all of which can be useful for the entire game. Building the encoder and subsequent mechs can be highly worth it, even if you didn't begin the game with a mechanitor. Each basic mech costs Steel 100 steel and Component 3 components, plus Steel 375 steel and Component 7 components for an encoder, mech gestator, and mech recharger.

    In return, agrihands can grow at least 10 colonists worth of food entirely on its own, cleansweepers can keep a large base cleaned, lifters save the trouble of having to lift everything, and constructoids can build large sections of a large base. These benefits, at least for the former 3 mechs, will last until the mech is killed - and subsequently resurrected for only Steel 25 steel. Militors are also potent combat bots that are cheap to create. If you feel like you've gestated enough mechs, you can deconstruct the encoder and get some of its resources back.

    The Mechanitor starting scenario begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need more than 5 basic mechs, you can delay building the subcore encoder.

    See also

    Version history