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A work bench equipped with containers, heaters, and measurement devices for producing various drugs.
- 3 × 1
- pass through only
- Cover Effectiveness
- Terrain Affordance
- Tool cabinet
Drug labs can be constructed once the Drug production research project has been completed. They require 50 Stuff (Metallic/Woody), 75 Steel, 6 Components, 3,500 ticks (58.33 secs) of work, and a Construction skill of 4.
Despite the Intellectual skill being the primary factor in using a lab, the building of one does not rely on it.
Colonists that are incapable of Intellectual work can't be assigned to tasks in a Drug lab, even to make simple drugs like Smokeleaf Joints and Psychite Tea that use the Drug Cooking Speed (i.e. Cooking skill) to manufacture. Colonists must also be assigned to the Craft work type to use the lab.
The following items can be crafted at the drug lab.
The ability to craft industrial medicine can be very useful, but while two of the ingredients (herbal medicine and 3 cloth) can be simply grown, neutroamine must be traded for. Overall it is cheaper to craft it, coming in at a third of the base price of the product, but requires plant material.
While most drugs require the lab to manufacture them, smokeleaf joints can also be made at a crafting spot, however this takes twice as long due to the crafting spot's workspeed penalty. Smokeleaf joints are the only product made at this bench that is dependent on the crafter's Drug Cooking Speed stat (i.e. their Cooking skill) rather than their Drug Synthesis Speed stat (i.e. their Intellectual).
|Drug lab||Beauty||Work to Build||HP||Flammability||Market|
|Gold||20||ticks (52.5 secs)3,150||72||40%||5,345|
|Plasteel||0||ticks (2.14 mins)7,700||336||0%||810|
|Silver||6||ticks (58.33 secs)3,500||84||40%||845|
|Steel||0||ticks (58.33 secs)3,500||120||40%||440|
|Uranium||0||ticks (1.85 mins)6,650||300||0%||660|
|Wood||0||ticks (40.83 secs)2,450||78||100%||405|