Subcore encoder

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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 (Buildings)
Market Value
315 Silver [Note]
Mass
25 kg
HP
200
Flammability
50%

Building

Size
3 × 2
Passability
pass through only
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[edit]

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[edit]

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. Unlike the other subcore production buildings, this is done via regular bill.

    Analysis[edit]

    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 the combination of encoder, mech gestator, and mech recharger. If you feel like you've gestated enough labor mechs, you can deconstruct the encoder and get some of its resources back.

    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 haul everything, and constructoids can build large sections of a large base. Militors are also potent combat bots that are cheap to create. These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only Steel 25 steel. The pollution cost can be managed - especially when you are sticking with just a few labor mechs.

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

    See also[edit]

    Version history[edit]