|This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled.|
A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.
Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.
Higher tier subcores can be created by building a subcore ripscanner.
- 2 × 3
- Cover Effectiveness
- Terrain Affordance
- 150 W
Subcore softscanners can be constructed once the Standard mechtech research project has been completed. They require 200 Steel, 50 Plasteel, 4 Components, 8,000 ticks (2.22 mins) of work, and a Construction skill of 5.
A standard subcore requires 50 Steel and 4 Components to create. Then, a human must sit in the scanner for 7,500 ticks (2.08 mins). The person then receives scanning sickness for 240,000 ticks (4 in-game days).
Prisoners don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, as scanning sickness is not too punishing of a debuff.
Standard subcores can create a variety of useful mechs, such as the tunneler for mining ore deposits or scyther for general melee combat. Some players may not prefer or need any of the standard subcore mechs, and can safely skip building the softscanner. However, the softscanner is not terribly expensive; you shouldn't hesitate to build one if you desire any of its component mechs.
Note that every mech that requires a standard subcore is created at a large mech gestator and uses the large mech recharger. These two buildings cost 550 steel and 8 components. This is in addition to costs of the softscanner itself and the actual mechs.
- Biotech DLC Release - Added.