Detoxifier lung

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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

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

Body part

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

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

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 a Medical skill of 0.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

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 elevate 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

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 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

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 efficency; 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).