Difference between revisions of "Drug lab"
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PigeonGuru (talk | contribs) (the original version is better refined and maintains a better sense of humor (fyi, 'rocking a tribe' in here simply means you are playing a tribal start)) |
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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 ( | + | colony must first invest a total of 500 [[Research|research]] points (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. |
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===Drug Lab Usage=== | ===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|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. You'll need [[Neutroamine|neutroamine]] (sold by [[traders]]) to craft some things like medicine. |
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* [[Wake-up]] | * [[Wake-up]] | ||
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+ | * [[Go-juice]] | ||
Revision as of 14:10, 25 April 2017
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 (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 some 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 | - | 120 | 20 | 0 |
Plasteel | 75 | 50 | 335 | 10 | 0 |
Wood | 75 | 50 | 48 | 100 | 0 |
Gold | 75 | 1000 | 72 | 20 | 0 |
Silver | 75 | 1000 | 84 | 20 | 0 |
Uranium | 75 | 1000 | 300 | 0 | 0 |