Difference between revisions of "Detoxifier lung"

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{{Biotech}}{{Stub}}{{infobox main|
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{{Biotech}}{{infobox main|
 
| name = Detoxifier lung
 
| name = Detoxifier lung
 
| image = Health item bionic.png
 
| image = Health item bionic.png
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== Summary ==
 
== Summary ==
A detoxifier lung replaces an organic lung and increases [[Toxic Environment Resistance]] by {{+|60%}}. Replacing both lungs stacks to the maximum of {{+|100%}} resistance. This reduces the amount of [[toxic buildup]] from [[toxic fallout]], [[tox gas]] and [[pollution]] by 60%. Note that it does not prevent the other effects of tox gas. Detoxifier lungs are also fully immune to [[rot stink]], [[acidic smog]], [[asthma]], and [[lung rot]], and will cure the latter two aliments in that lung.
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=== Body part ===
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A detoxifier lung replaces the user's organic [[lung]]. The detoxifier lung has a part efficiency of 110%. This not only fully replaces the functionality of a normal lung - when coupled with the lung body part having a [[Breathing]] importance of 50%, it results in an increase in breathing of {{+|5%}} over natural per lung replaced. Breathing, in turn, improves [[Moving]] by {{+|1%}} and Rest Rate Multiplier by {{+|1%}}, increasing the rate at which the pawn sleeps.{{Check Tag|Verify|Based on code + math, needs to be verified in-game}}
  
In addition, it has a part efficiency of 110%, which increases [[Breathing]] by {{+|10%}}. This increases [[Moving]] by {{+|2%}} and Rest Rate Multiplier by {{+|3%}}, increasing the rate at which the pawn sleeps.{{Check Tag|Verify|Based on code + math, needs to be verified in-game}}
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By installing a detoxifier lung, the pawn's natural [[lung]], if perfectly healthy, is harvested without a penalty.  
  
By installing a detoxifier lung, the pawn's natural [[lung]], if perfectly healthy, is harvested without a penalty.  
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=== Other effects ===
 +
A detoxifier lung increases [[Toxic Environment Resistance]] by {{+|60%}}. This reduces the amount of [[toxic buildup]] from [[toxic fallout]], [[tox gas]] and [[pollution]] by 60%. Replacing both lungs stacks to the maximum of {{+|100%}} resistance.  Note that it does not prevent the other effects of tox gas. Detoxifier lungs are also fully immune to [[rot stink]], [[acidic smog]], [[asthma]], and [[lung rot]], and will cure the latter two aliments in that lung.
  
 
=== Installation ===
 
=== Installation ===
Installing the part requires {{ticks|2500}} of work, 2x medicine of herbal quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
Removing the part requires {{ticks|2000}} of work, 1x medicine of herbal quality or better, and a [[Skills#Medical|Medical skill]] of 0.
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Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
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If the operation fails, the part will be destroyed.
  
 
== Analysis ==
 
== Analysis ==
{{stub|section=1|reason=General value proposition: How useful are they. Comparison to other sources of toxic environment resistance and toxic resistance besides the detox kidney}}
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A form of resistance against [[tox gas]] is very helpful when fighting against [[Pirates#Waster pirates|waster pirates]].  Tox gas quickly causes toxic buildup, which, in practice, will force you to reposition tox-vulnerable colonists outside their usual [[cover]]. Gas is especially deadly when the pirates end up [[drop pod]]ding inside your base, because gas quickly spreads indoors. However, bionic parts are expensive to create. If a lung isn't missing, then creating a detox lung should be weighed against creating a more generally useful part (like a [[bionic arm]] or [[bionic leg]]), or the cheaper [[detoxifier kidney]].
 +
 
 +
In the mean time, [[face mask]]s are incredibly cheap to make and provide {{+|50%}} toxic environmental resistance, almost as much as a kidney. These are usually sufficient against toxic fallout and rot stink, and somewhat alleviate the threat of tox gas. As face masks only cover the jaw, they can be worn alongside [[simple helmet]]s or [[flak helmet]]s freely (but not any [[power armor]] helmet). Detox lungs stack additively with face masks; 1 lung and a mask will provide total environmental immunity.  
 +
 
 +
As an alternative, [[gene]]s can be used to provide toxic resistance or full immunity. Like all genes, they come at a [[metabolic efficiency|metabolic cost]].
 +
 
 
Detoxifier lungs are craftable, meaning they can replace a destroyed lung when there are no [[prisoner]]s to harvest from, or if your colony's [[ideoligion]]{{IdeologyIcon}} prevents organ harvesting.
 
Detoxifier lungs are craftable, meaning they can replace a destroyed lung when there are no [[prisoner]]s to harvest from, or if your colony's [[ideoligion]]{{IdeologyIcon}} prevents organ harvesting.
  
Creating bionic parts is an expensive proposition. If a lung isn't missing, then creating a detox lung should be weighed against creating a more generally useful part (like a [[bionic arm]] or [[bionic leg]]) and relying on cheaper sources of resistance, like [[face mask]]s, [[gas mask]]s, or [[gene]] implantation. Using one source of resistance is usually sufficient against toxic fallout and rot stink. As an advantage, detox lungs do not occupy an armor slot and do not cause genetic hunger.
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=== Comparisons ===
 +
==== To detoxifier kidneys ====
 +
The primary difference between detoxifier lungs and [[detoxifier kidney]] is that the lung provides [[Toxic Environment Resistance]], while the kidney provides [[Toxic Resistance]]. The kidney will not protect from [[rot stink]]. However, it does protect against direct toxic attacks. These include: a [[cobra]] or [[waste rat]]'s bite, the [[apocriton]]'s [[Toxic needle gun|gun]], or Royalty's [[venom fangs|venom-based]] [[venom talon|implants]]{{RoyaltyIcon}}. Note: toxic attacks are relatively rare.
 +
 
 +
Detoxifier lungs stack additively with other sources of Toxic Environment Resistance. A single lung and a [[face mask]] will provide 100% protection against inhaled toxins, but a kidney and a face mask stack multiplicatively and provide only 75% protection against inhaled toxic buildup.  
 +
 
 +
If on a budget and no other items are to be used, such as when full face helmets are required, then a single detoxifier lung provides {{+|10%}} more resistance than a single detoxifier kidney.   
 +
 
 +
As a lung, detox lungs will increase movement and rest. In general, this is generally more useful than [[Immunity Gain Speed]], especially by the time you create bionic parts. However, both boosts are fairly small. Detox kidneys will also prevent installation of the [[immunoenhancer]] {{RoyaltyIcon}} in that kidney; this implant increases IGS by a greater amount. But, as artificial parts, lungs will prevent [[asthma]] and lung rot in that lung. Kidneys prevent [[chemical damage]] from taking too many [[psychite]] drugs.
 +
 
 +
Finally, detox kidneys require {{Required Resources|Detoxifier kidney}}, as opposed to {{Required Resources}} of the lung. The lung is nearly twice as expensive.
 +
 
 +
==== To antitoxic genes ====
 +
There are 3 default [[xenotype]]s that come with anti-toxic genes:
 +
* [[File:Hussar.png|20px|link=Hussars]] [[Hussars]] - [[File:Gene_PartialPollutionResistance.png|20px|link=Genes#Partial antitoxic lungs|Partial antitoxic lungs]] [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] - {{+|50%}} Toxic Environment Resistance - {{--|1}} [[Metabolic efficiency]]
 +
* [[File:Waster.png|20px|link=Wasters]] [[Wasters]] - [[File:Gene_TotalPollutionResistance.png|20px|link=Genes#Total antitoxic lungs|Total antitoxic lungs]] [[Genes#Total antitoxic lungs|Total antitoxic lungs]] - {{+|100%}} Toxic Environment Resistance - {{--|3}} [[Metabolic efficiency]]
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* [[File:Sanguophage.png|20px|link=Sanguophage]] [[Sanguophage]] - [[File:Gene_TotalToxicityResistance.png|20px|link=Genes#Tox immunity|Tox immunity]] [[Genes#Tox immunity|Tox immunity]] - {{+|100%}} [[Toxic Resistance]] - {{--|4}} [[Metabolic efficiency]]
 +
Partial antitoxic lungs will stack with other sources of Toxic ''Enviroment'' Resistance additively. Having this gene and a [[face mask]], or a gene and a lung, renders full environmental immunity. In addition, the [[Genes#Tox resistance|Tox resistance]] gene gives {{+|50%}} Toxic Resistance, which stacks with the detoxifier ''kidney'' additively.
 +
 
 +
Not all potential colonists will be of these xenotypes; you'll need a xenogerm to implant. There are 2 costs of genetic modding. One is metabolic efficiency; you'll either have to compensate with a negative gene, or face up to a +75% increased hunger rate. The second is actually obtaining the relevant [[genepack]]. A [[gene extractor]] will extract random genes from a pawn, meaning there's no guarantee you'll get these genes. Traders can sell any of the 4 toxic genes, but they have, again, an entirely random selection.
 +
 
 +
Once you have a suitable gene combination (Total antitoxic lungs + [[Genes#Drugs|Psychite dependency]], for instance), then installing the [[xenogerm]] from there only requires {{icon small|herbal medicine}} 4 [[herbal medicine]] and a few hours of work. Genepacks are not consumed, so one set of genes can be applied to all your colonists. This is much cheaper than installing detoxifier lungs or kidneys into each colonist. Also note that xenogerm implantation will '''fully replace''' any xenogenes a pawn has. Installing a xenogerm into your [[genies]], [[highmates]], [[hussars]], or [[sanguophages]] will completely overwrite their genes.
 +
 
 +
When starting with a player-created [[xenotype]], you can begin with whatever genes you wish. The only cost, then, is the decreased metabolic efficiency. And if you recruit a [[waster]] or obtain a [[sanguophage]] later on, then they will start toxic immune - no need for a lung. (Sanguophages are immune to rot stink due to the [[Genes#Perfect immunity|Perfect immunity]] gene).
  
Detox lungs stack additively with other sources of toxic environmental resistance. Total toxic environmental immunity (1 lung and a face mask, or 2 lungs) can be very helpful for late-game colonies who can afford making lungs, especially against the tox-reliant [[Pirates#Waster pirates|waster pirates]].
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== Version history ==
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* [[Biotech DLC]] Release - Added.
  
===Comparison to kidney===
 
The primary difference between detoxifier lungs and [[detoxifier kidney]] is that the former provides [[Toxic Environment Resistance]], while the latter provides [[Toxic Resistance]]. Compared to the detoxifier kidney:
 
*Detox lungs cost {{icon small|advanced component}} 2 [[advanced component]]s more to create, about double the cost.
 
*Detox lungs protect against [[rot stink]], but does not protect against direct toxic attacks (such as an [[apocriton]]'s [[toxic needle gun]]). Toxic buildup attacks are comparatively rare.
 
*A single detox lung gives +10% resistance than a single detox kidney.
 
*Detox lungs stack additively with the [[face mask]], allowing a single lung and face mask to reach the 100% cap Toxic Environmental Resistance, preventing all inhaled toxins and rot stink. A pawn with a single detox kidney and face mask stack multiplicatively to provide 25% toxic build up non-attack sources, and 50% from attack sources.
 
*Detox lungs increase movement and rest, which are more generally useful stats than [[Immunity Gain Speed]], especially by the time you create bionic parts. However, both boosts are fairly small.
 
** Detoxifier kidneys also prevent the use of the [[immunoenhancer]] {{RoyaltyIcon}}, which provides a larger boost to Immunity Gain Speed anyway.
 
*Lungs will prevent asthma and lung rot, while kidneys prevent [[chemical damage]].
 
  
{{nav|body parts|wide}}
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{{Nav|body parts|wide}}
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Organ]]
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]

Latest revision as of 11:34, 8 January 2024

Detoxifier lung

Detoxifier lung

An advanced artificial lung that uses microfilters to reduce the intake of environmental toxins, allowing the user to survive longer in polluted environments. Additionally, it negates the irritation of acidic smoke and prevents lung rot in this lung.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
925 Silver
Mass
1 kg
HP
50
Flammability
100%

Creation

Crafted At
Fabrication bench
Required Research
Toxin filtration
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingCategories
BodyPartsBionic
techHediffsTags
Advanced
tradeTags
Bionic


The detoxifier lung is an artificial body part added by the Biotech DLC that replaces a human lung and provides enhanced breathing and toxic environment resistance.

Acquisition[edit]

Detoxifier lungs can be crafted at a Fabrication bench once the Toxin filtration research project has been completed. They require Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

They can also be bought from exotic traders, Empire traders, and at Outlander faction bases.

Summary[edit]

Body part[edit]

A detoxifier lung replaces the user's organic lung. The detoxifier lung has a part efficiency of 110%. This not only fully replaces the functionality of a normal lung - when coupled with the lung body part having a Breathing importance of 50%, it results in an increase in breathing of +5% over natural per lung replaced. Breathing, in turn, improves Moving by +1% and Rest Rate Multiplier by +1%, increasing the rate at which the pawn sleeps.[Verify]

By installing a detoxifier lung, the pawn's natural lung, if perfectly healthy, is harvested without a penalty.

Other effects[edit]

A detoxifier lung increases Toxic Environment Resistance by +60%. This reduces the amount of toxic buildup from toxic fallout, tox gas and pollution by 60%. Replacing both lungs stacks to the maximum of +100% resistance. Note that it does not prevent the other effects of tox gas. Detoxifier lungs are also fully immune to rot stink, acidic smog, asthma, and lung rot, and will cure the latter two aliments in that lung.

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

If the operation fails, the part will be destroyed.

Analysis[edit]

A form of resistance against tox gas is very helpful when fighting against waster pirates. Tox gas quickly causes toxic buildup, which, in practice, will force you to reposition tox-vulnerable colonists outside their usual cover. Gas is especially deadly when the pirates end up drop podding inside your base, because gas quickly spreads indoors. However, bionic parts are expensive to create. If a lung isn't missing, then creating a detox lung should be weighed against creating a more generally useful part (like a bionic arm or bionic leg), or the cheaper detoxifier kidney.

In the mean time, face masks are incredibly cheap to make and provide +50% toxic environmental resistance, almost as much as a kidney. These are usually sufficient against toxic fallout and rot stink, and somewhat alleviate the threat of tox gas. As face masks only cover the jaw, they can be worn alongside simple helmets or flak helmets freely (but not any power armor helmet). Detox lungs stack additively with face masks; 1 lung and a mask will provide total environmental immunity.

As an alternative, genes can be used to provide toxic resistance or full immunity. Like all genes, they come at a metabolic cost.

Detoxifier lungs are craftable, meaning they can replace a destroyed lung when there are no prisoners to harvest from, or if your colony's ideoligionContent added by the Ideology DLC prevents organ harvesting.

Comparisons[edit]

To detoxifier kidneys[edit]

The primary difference between detoxifier lungs and detoxifier kidney is that the lung provides Toxic Environment Resistance, while the kidney provides Toxic Resistance. The kidney will not protect from rot stink. However, it does protect against direct toxic attacks. These include: a cobra or waste rat's bite, the apocriton's gun, or Royalty's venom-based implantsContent added by the Royalty DLC. Note: toxic attacks are relatively rare.

Detoxifier lungs stack additively with other sources of Toxic Environment Resistance. A single lung and a face mask will provide 100% protection against inhaled toxins, but a kidney and a face mask stack multiplicatively and provide only 75% protection against inhaled toxic buildup.

If on a budget and no other items are to be used, such as when full face helmets are required, then a single detoxifier lung provides +10% more resistance than a single detoxifier kidney.

As a lung, detox lungs will increase movement and rest. In general, this is generally more useful than Immunity Gain Speed, especially by the time you create bionic parts. However, both boosts are fairly small. Detox kidneys will also prevent installation of the immunoenhancer Content added by the Royalty DLC in that kidney; this implant increases IGS by a greater amount. But, as artificial parts, lungs will prevent asthma and lung rot in that lung. Kidneys prevent chemical damage from taking too many psychite drugs.

Finally, detox kidneys require Plasteel 15 Plasteel, Advanced component 2 Advanced components, as opposed to Plasteel 15 Plasteel, Advanced component 4 Advanced components of the lung. The lung is nearly twice as expensive.

To antitoxic genes[edit]

There are 3 default xenotypes that come with anti-toxic genes:

Partial antitoxic lungs will stack with other sources of Toxic Enviroment Resistance additively. Having this gene and a face mask, or a gene and a lung, renders full environmental immunity. In addition, the Tox resistance gene gives +50% Toxic Resistance, which stacks with the detoxifier kidney additively.

Not all potential colonists will be of these xenotypes; you'll need a xenogerm to implant. There are 2 costs of genetic modding. One is metabolic efficiency; you'll either have to compensate with a negative gene, or face up to a +75% increased hunger rate. The second is actually obtaining the relevant genepack. A gene extractor will extract random genes from a pawn, meaning there's no guarantee you'll get these genes. Traders can sell any of the 4 toxic genes, but they have, again, an entirely random selection.

Once you have a suitable gene combination (Total antitoxic lungs + Psychite dependency, for instance), then installing the xenogerm from there only requires Herbal medicine 4 herbal medicine and a few hours of work. Genepacks are not consumed, so one set of genes can be applied to all your colonists. This is much cheaper than installing detoxifier lungs or kidneys into each colonist. Also note that xenogerm implantation will fully replace any xenogenes a pawn has. Installing a xenogerm into your genies, highmates, hussars, or sanguophages will completely overwrite their genes.

When starting with a player-created xenotype, you can begin with whatever genes you wish. The only cost, then, is the decreased metabolic efficiency. And if you recruit a waster or obtain a sanguophage later on, then they will start toxic immune - no need for a lung. (Sanguophages are immune to rot stink due to the Perfect immunity gene).

Version history[edit]