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| 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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== Summary == | == Summary == | ||
− | {{Stub|section=1|reason=Not a full list of conditions - see FixWorstHealthCondition}} | + | {{Stub|section=1|reason=Order of diseases needs verification. Not a full list of conditions - see FixWorstHealthCondition}} |
− | Healer mech serums will heal a single health condition. It removes the most "severe" health problem, in a specific order. If there are no healable conditions, the serum will still be | + | Healer mech serums will heal a single health condition. It removes the most "severe" health problem, in a specific order. If there are no healable conditions, the serum will still be used up. Pawns can be directed to use a serum on themselves or others. |
The serum will heal these conditions in the following order: | The serum will heal these conditions in the following order: | ||
− | # Missing limbs | + | # Missing limbs |
− | #* Legs | + | #* Legs > shoulders/arms |
− | + | # Toxic buildup | |
− | # | + | # Diseases, in order of severity |
− | + | # Injuries | |
− | + | # Frail | |
− | # | + | # Alzheimer's |
− | # | + | # Dementia |
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− | # | ||
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− | # | ||
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− | # | ||
# Scars on the brain | # Scars on the brain | ||
# Missing organs | # Missing organs | ||
− | #* | + | #* Lungs > kidneys |
− | + | # Drug addiction | |
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− | # Drug | ||
# Scars on other parts | # Scars on other parts | ||
− | # | + | # [[Injury#Trauma_Savant|Trauma Savant]] |
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. | 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. | ||
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* 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. | ||
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Firstly, don't expect to find more than a handful of these serums during a playthrough, if even that many. Use it wisely: most missing limbs and failed organs can be replaced, either with artificial or natural parts. Serums should be saved for situations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise. | Firstly, don't expect to find more than a handful of these serums during a playthrough, if even that many. Use it wisely: most missing limbs and failed organs can be replaced, either with artificial or natural parts. Serums should be saved for situations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise. | ||
− | Conditions are treated in a strict order. An [[infection]] (Major, developed immunity) will be cured over Alzheimer's, even though the former is virtually harmless. Blood loss and | + | Conditions are treated in a strict order. An [[infection]] (Major, developed immunity) will be cured over Alzheimer's, even though the former is virtually harmless. Blood loss and injuries are cured before scars are. Do not apply the serum unless absolutely certain it will heal the correct condition. |
=== Uses === | === Uses === | ||
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* [[Luciferium]], which will cause immediate hard dependence on the drug. It requires constant intake; while it does provide significant stat buffs, luciferium is expensive, and withdrawal is fatal. | * [[Luciferium]], which will cause immediate hard dependence on the drug. It requires constant intake; while it does provide significant stat buffs, luciferium is expensive, and withdrawal is fatal. | ||
* [[Biosculpter pod]]s.{{IdeologyIcon}} The Bioregeneration cycle can heal many conditions (less than lucifierium), which costs 2 [[glitterworld medicine]], up to 25 days in a clean room to complete, and dedicated research. | * [[Biosculpter pod]]s.{{IdeologyIcon}} The Bioregeneration cycle can heal many conditions (less than lucifierium), which costs 2 [[glitterworld medicine]], up to 25 days in a clean room to complete, and dedicated research. | ||
− | * [[ | + | * The ''scarless'' [[gene]].{{BiotechIcon}} This either requires the scarless [[genepack]] and an [[archite capsule]], or has the price of becoming a [[sanguophage]]. It can also be obtained from game start. |
{{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]] |