Difference between revisions of "Drug lab"

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A drug lab is used to make [[Drugs]] and [[Medicine]] from ingredients like [[psychoid leaves]] and [[herbal medicine]].
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A drug lab is a Frankenstein-esque construction that is utilised by your
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<strike>junkies</strike>
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colonists in order to produce [[Drugs|malicious substances]] and [[Medicine|panacea]] from organic ingredients such as [[Psychoid leaves|psychoid leaves]] and [[Herbal Medicine|herbal medicine]], along with manufactured ingredients such as [[Neutroamine]].
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In order for this mastermind structure to be erected, your
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<strike>cartel</strike>
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colony must first invest a total of 500 [[Research|research]] points (or 1500 if you're rocking a tribe) into [[Research#DrugProduction|drug production]] so that your
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<strike>colony</strike>
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cartel will have enough knowledge to construct this work of the devil. Once you have a drug facility up and running, you will be one step closer to mass-producing Flake so that your colony's economy will flourish, and therefore thrive.
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Despite requiring an outrageous amount of [[Component|components]] to construct (which are honestly better expended on a [[Geothermal Generator|geothermal generator]] or [[R4 Charge Rifle|charge rifle]]); Drug Labs don't actually consume a single watt of Electricity in the slightest.
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Another perhaps noteworthy thing to add is the answer to the question "But can you roll a [[Smokeleaf joint|joint]] in style, at this rather sinister construction?"<br>
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Unfortunately: The answer is '''No''' - it's currently physically impossible to roll a big, fat blunt at your local Anarchist's table; smokeleaf joints still need to be produced at lowly '[[Crafting spot|crafting spots]]'
  
 
While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs.
 
While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs.

Revision as of 17:15, 12 December 2016

Drug lab

A work bench equipped with various containers, heaters, and measurement equipment for producing a variety of drugs.

Base Stats

Type
Production
HP
120

Building

Size
1
Placeable
Y
Power
0 W

A drug lab is a Frankenstein-esque construction that is utilised by your junkies colonists in order to produce malicious substances and panacea from organic ingredients such as psychoid leaves and herbal medicine, along with manufactured ingredients such as Neutroamine.

In order for this mastermind structure to be erected, your cartel colony must first invest a total of 500 research points (or 1500 if you're rocking a tribe) into drug production so that your colony cartel will have enough knowledge to construct this work of the devil. Once you have a drug facility up and running, you will be one step closer to mass-producing Flake so that your colony's economy will flourish, and therefore thrive.

Despite requiring an outrageous amount of components to construct (which are honestly better expended on a geothermal generator or charge rifle); Drug Labs don't actually consume a single watt of Electricity in the slightest.

Another perhaps noteworthy thing to add is the answer to the question "But can you roll a joint in style, at this rather sinister construction?"
Unfortunately: The answer is No - it's currently physically impossible to roll a big, fat blunt at your local Anarchist's table; smokeleaf joints still need to be produced at lowly 'crafting spots'

While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs.

Craftable items are:


A drug lab can be made out of various materials.

Material Steel Cost Cost Hit Points Flammability (%) Beauty
Steel 125 Steel - 120 20 0
Plasteel 75 Steel 50 Plasteel 335 10 0
Wood 75 Steel 50 Wood 48 100 0
Gold 75 Steel 1000 Gold 72 20 0
Silver 75 Steel 1000 Silver 84 20 0
Uranium 75 Steel 1000 Uranium 300 0 0