Editing High subcore

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{{Biotech}}
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{{biotech}}{{stub}}{{Infobox main|production
{{Stub|reason=Item type}}
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| name = Basic subcore
{{Infobox main|production
 
| name = High subcore
 
 
| image = SubcoreHigh.png
 
| image = SubcoreHigh.png
| description = 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.<br/>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.
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| description = 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.<br>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 -->
 
<!-- Base Stats -->
 
| type =   
 
| type =   
 
| hp = 100
 
| hp = 100
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| deterioration =
 
| marketvalue = 1000
 
| marketvalue = 1000
 
| mass base = 1
 
| mass base = 1
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| work to make =  
 
| work to make =  
 
| production facility 1 = Subcore ripscanner
 
| production facility 1 = Subcore ripscanner
| resource 1 = steel
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| resource 1 =  
| resource 1 amount = 50
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| resource 1 amount =  
| resource 2 = component
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| resource 2 =  
| resource 2 amount = 4
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| resource 2 amount =  
 
<!-- Unused -->
 
<!-- Unused -->
 
| always haulable =  
 
| always haulable =  
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| use hit points =  
 
| use hit points =  
 
}}
 
}}
A '''high subcore''' is a mechanoid component added by the [[Biotech DLC]].
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A '''high subcore''' is a ?? added by the [[Biotech DLC]].
  
 
== Acquisition ==
 
== Acquisition ==
High subcores are acquired from the [[subcore ripscanner]], which requires [[Research#High mechtech|High mechtech]] to be researched. The ripscanner can produce one subcore using {{Required Resources}} and one sacrificial pawn. Creating these items is not done with a standard work bill.
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Firstly, the ripscanner  must be loaded with {{Required Resources}}. Then, a non-[[baby]] [[human]] must sit in the scanner for {{Ticks|7500}}. The ripscanner destroys the pawn's brain in the process, killing them and necessitating a new victim for every new subcore.
 
 
 
 
== Usage ==
 
== Usage ==
 
High subcores are used in the following crafting recipes:
 
High subcores are used in the following crafting recipes:
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{{Ingredient List}}
  
{{Ingredient List|noCollapse=true}}
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Nav and categories here.
 
 
== Analysis ==
 
The primary way to get participants for the ripscanner are [[prisoner]]s, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place.
 
 
 
High subcores are used for a variety of advanced mechanoids, which all have their niches. Solo mechanitors in particular will value the [[paramedic]], which can rescue its master and perform [[surgery]] on them.
 
 
 
=== Human resources ===
 
{{Main|Human resources}}
 
A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{Icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. When used on guilty prisoners, there is a minor "Justified execution" mood debuff.
 
 
 
Selling prisoners directly to a slaver or [[faction base]] often is more profitable; this only gives a {{--|3}} [[mood]]let 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 {{icon Small|silver||{{Q|Heart|Market Value Base}}}} 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 ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%.
 
 
 
{{Nav|mechanoid|wide}}
 
[[Category:Crafted Resource]]
 

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