Difference between revisions of "Drug lab"

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{{infobox main|production||
 
{{infobox main|production||
 
|name = Drug lab
 
|name = Drug lab
|image = DrugLab.png
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|image = Drug lab.png
 
|imagesize = 192px
 
|imagesize = 192px
 
|description = A work bench equipped with various containers, heaters, and measurement equipment for producing a variety of drugs.
 
|description = A work bench equipped with various containers, heaters, and measurement equipment for producing a variety of drugs.
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|power = 0
 
|power = 0
 
|buy = {{icon|metal|75}} + {{icon|buildingmat|50}} + {{icon|component|8}}
 
|buy = {{icon|metal|75}} + {{icon|buildingmat|50}} + {{icon|component|8}}
|sell =  
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|sell = {{icon|metal|56.25}} + {{icon|buildingmat|37.5}} + {{icon|component|6}}
 
}}</onlyinclude>
 
}}</onlyinclude>
  
A drug lab is a Frankenstein-esque construction that is utilised by your  
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A drug lab is a work table that is utilized by your [[Colonist|colonists]] in order to produce [[Drugs|malicious substances]] as well as [[Medicine|medicine]] from organic ingredients such as [[Psychoid leaves|psychoid leaves]] and [[Herbal Medicine|herbal medicine]].  
<strike>junkies</strike>
 
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]].  
 
  
 
In order for this mastermind structure to be erected, your  
 
In order for this mastermind structure to be erected, your  
 
<strike>cartel</strike>  
 
<strike>cartel</strike>  
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
+
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 colony 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|flake]] so that your colony's economy will flourish, and therefore thrive. Despite requiring a considerable amount of [[Component|components]] to construct, drug labs don't passively drain or consume electricity.
<strike>colony</strike>
 
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 [[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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===Wait, how do I make Smokeleaf here?===
 +
Unfortunately, you can't. It's impossible to roll a big, fat [[Smokeleaf joint|blunt]] at your local anarchist's table; [[smokeleaf joint]]s have to be produced at a lowly '[[crafting spot]]'.
  
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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===Drug Lab Usage===
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]]'
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While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs. You'll need [[Neutroamine|neutroamine]] (sold by [[traders]]) to craft things like medicine.
 
 
While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs.
 
 
 
Craftable items are:
 
  
 +
===Items crafted here===
 
* [[Medicine]]
 
* [[Medicine]]
  
 
* [[Wake-up]]
 
* [[Wake-up]]
  
* [[Malari-block]]
+
* [[Penoxycyline]]
  
 
* [[Flake]]
 
* [[Flake]]
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| style="text-align:left;" | Uranium || 75 {{Icon Small|steel}} || 1000 {{Icon Small|uranium}} || 300 || 0 || 0
 
| style="text-align:left;" | Uranium || 75 {{Icon Small|steel}} || 1000 {{Icon Small|uranium}} || 300 || 0 || 0
 
|}
 
|}
 +
 +
[[Category:Drug]]
 +
[[Category:Production]]

Revision as of 17:51, 16 January 2017

Drug lab

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 work table that is utilized by your colonists in order to produce malicious substances as well as medicine from organic ingredients such as psychoid leaves and herbal medicine.

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 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 a considerable amount of components to construct, drug labs don't passively drain or consume electricity.

Wait, how do I make Smokeleaf here?

Unfortunately, you can't. It's impossible to roll a big, fat blunt at your local anarchist's table; smokeleaf joints have to be produced at a lowly 'crafting spot'.

Drug Lab Usage

While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs. You'll need neutroamine (sold by traders) to craft things like medicine.

Items crafted here


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