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− | {{Infobox main|exotic | + | {{rewrite|reason=Format standardization}}{{Infobox main|exotic |
| name = Healer mech serum | | name = Healer mech serum | ||
| image = Healer mech serum.png|Healer mech serum | | image = Healer mech serum.png|Healer mech serum | ||
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<!-- Base Stats --> | <!-- Base Stats --> | ||
| type = Exotic item | | type = Exotic item | ||
− | |||
| hp = 80 | | hp = 80 | ||
| deterioration = 2 | | deterioration = 2 | ||
− | | marketvalue = | + | | marketvalue = 1000 |
| mass base = 0.2 | | mass base = 0.2 | ||
| flammability = 0 | | flammability = 0 | ||
| stack limit = 10 | | stack limit = 10 | ||
− | | path cost = | + | | path cost = 15 |
<!-- Technical --> | <!-- Technical --> | ||
| defName = MechSerumHealer | | defName = MechSerumHealer | ||
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| always haulable = true | | always haulable = true | ||
| label = healer mech serum | | label = healer mech serum | ||
+ | | tech level = spacer | ||
| use hit points = true | | use hit points = true | ||
| quest item = true | | quest item = true | ||
}} | }} | ||
− | The '''healer mech serum''' is an item that can | + | The '''healer mech serum''' is an item that can be awarded from quests. |
+ | |||
+ | Pawns can be directed to use it, or it can be administered by medical procedure. When used, it instantly removes the most severe health problem on the pawn, with few exceptions. If there are no healable conditions, the serum will still be used up. | ||
== Acquisition == | == Acquisition == | ||
− | Healer mech serums cannot be crafted | + | Healer mech serums cannot be crafted nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options. |
− | == | + | == Exceptions == |
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Below are the conditions which the serum '''cannot''' treat: | Below are the conditions which the serum '''cannot''' treat: | ||
* Luciferium need | * Luciferium need | ||
* Drug tolerances | * Drug tolerances | ||
* Anesthetic | * Anesthetic | ||
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To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied. | To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied. | ||
− | + | Any other condition can be treated, including blood loss, malnutrition, heatstroke/hypothermia, diseases, toxic buildup, even other drug addictions – in many cases you do ''not'' want to treat these conditions with the serum, unless they would lead to certain death. Do not apply the serum unless absolutely certain it will heal the correct condition. | |
− | + | ||
+ | == Strategy == | ||
+ | |||
+ | Many crippling conditions can only be cured by this item. It should thus be used wisely; most missing limbs and failed organs can be replaced with either artificial or harvested parts, while a demented brain can not. The serum should be saved for situations where all other treatments fail, are inadequate, or when the pawn would certainly die if untreated such as an infection or disease about to become fatal. | ||
− | + | Do not expect to find more than a handful of these serums during a playthrough, if even that many. | |
− | + | * Great for colonists with brain damage, dementia and frailty as they can be quite crippling and there are only two other ways to heal these chronic ailments and both come with significant downsides. They are: | |
− | * Great for colonists with brain damage, dementia and frailty | + | ** Killing the pawn and then applying a [[Resurrector mech serum]], which is another very rare item that can cause adverse side-effects including permenant [[Resurrection psychosis|psychosis]] (which ironically, requires a healer mech serum to treat). |
+ | ** [[Luciferium]], which will cause immediate hard dependence on the drug and which, while also providing a significant number of other stat buffs, is very costly in the long run and potentially fatal if supply is disrupted. | ||
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]). | * Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]). | ||
− | * Immediately end a colonist's [[Mental break#Catatonia|catatonic break]] | + | * Immediately end a colonist's [[Mental break#Catatonia|catatonic break]] at quite a cost. Do so when the colonist is vital to your colony's operations -- this should be a very rare occasion. |
+ | * Prevent [[resurrection psychosis]] from taking over your resurrected colonist. Do note that resurrection psychosis is not revealed until it reaches its second stage, but will still be cured by using a Healer mech serum if used before it is discovered. | ||
* This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose. | * This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose. | ||
− | **A missing nose can be fixed with the [[aesthetic nose]] | + | **A missing nose can be fixed with the [[aesthetic nose]], but you need the [[Royalty DLC]] installed. |
+ | **A missing nose can be fixed with the [[biosculpter pod]], but you need the [[Ideology DLC]] installed. | ||
+ | |||
+ | Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements however occur individually. | ||
+ | |||
+ | == Order of conditions treated == | ||
+ | |||
+ | The serum will heal conditions according to severity, in this order: | ||
+ | # Missing limbs | ||
+ | #* Legs > shoulders/arms | ||
+ | # Toxic buildup | ||
+ | # Diseases, in order of severity | ||
+ | # Frail | ||
+ | # Alzheimer's | ||
+ | # Dementia | ||
+ | # Scars on the brain | ||
+ | # Missing organs | ||
+ | #* Lungs > kidneys | ||
+ | # Drug addiction | ||
+ | # Scars on other parts | ||
+ | # [[Injury#Trauma_Savant|Trauma Savant]] | ||
− | === | + | === Notes === |
− | + | * The game does not necessarily rank the severity of conditions in the same way the player would. This can lead to the "wrong" condition being healed, since the serum only heals one condition. As an example, a "major infection (developed immunity)" is rated ''worse'' by the game than "Alzheimer's (minor)", even though the latter is normally incurable, while the former condition is not even a practical problem. Make sure to check the health condition of the pawn carefully before administering the serum. | |
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{{Heal Option Table}} | {{Heal Option Table}} | ||
== Version history == | == Version history == | ||
− | * [[Version/0.18.1722|0.18.1722]] - | + | * [[Version/0.18.1722|0.18.1722]] - added as '''Healer mechanite superdose'''. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases. |
− | * Beta 19/1.0 - | + | * Beta 19/1.0 - function was expanded such that it can now treat nearly all health conditions. |
* [[Version/1.2.2753|1.2.2753]] - Fix: Healer mech serum heals love | * [[Version/1.2.2753|1.2.2753]] - Fix: Healer mech serum heals love | ||
* [[Version/1.3.3200|1.3.3200]] - Restored the healing message displayed after using a healer mech serum. | * [[Version/1.3.3200|1.3.3200]] - Restored the healing message displayed after using a healer mech serum. | ||
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{{nav/questitems}} | {{nav/questitems}} | ||
[[Category:Medical Item]] [[Category:Exotic Item]] | [[Category:Medical Item]] [[Category:Exotic Item]] |