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{{Infobox main|exotic
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{{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
| tech level = Ultra
 
 
| hp = 80
 
| hp = 80
 
| deterioration = 2
 
| deterioration = 2
| marketvalue = 1300
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| marketvalue = 1000
 
| mass base = 0.2
 
| mass base = 0.2
 
| flammability = 0
 
| flammability = 0
 
| stack limit = 10
 
| stack limit = 10
| path cost = 14
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| 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
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| 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 heal almost every health condition.
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The '''healer mech serum''' is an item that can be awarded from quests.
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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, nor can it be bought from [[trader]]s. Instead they can only be found in [[ancient shrine]]s or 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.
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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.
  
== Summary ==
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== Exceptions ==
{{Stub|section=1|reason=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 consumed. Pawns can be directed to use a serum on themselves or others.
 
  
The serum will heal these conditions in the following order:
 
# Missing limbs, hands, and feet (Not fingers/ toes)
 
#* Legs
 
#* Shoulders/arms
 
#* Spine
 
# Whole body ailments
 
#* [[Toxic buildup]]
 
#* [[Disease]]s, in order of severity
 
#* [[Blood loss]]
 
#* [[Heatstroke]]
 
#* [[Hypothermia]]
 
#* [[Frail]]
 
#* Sterilized
 
# Brain ailments
 
#* [[Resurrection psychosis]]
 
#* [[Trauma savant]]
 
#* [[Alzheimer's]]
 
#* [[Dementia]]
 
# Scars on the brain
 
# Missing organs
 
#* [[Lung]]s
 
#* [[Kidney]]s
 
#* Facial parts
 
#* Fingers/ toes
 
# Ailments in other parts
 
#* For example: [[Carcinoma]], [[Cataract]], [[Bad back]]
 
# Drug [[addiction]]
 
# Scars on other parts
 
# Injuries
 
 
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.
 
 
=== Restrictions ===
 
 
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
* Fertility Procedures: Tubal Ligation, Implanted IUD, Vasectomy
 
  
 
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.
  
== Analysis ==
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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.
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 toxic buildup are cured before scars are. Do not apply the serum unless absolutely certain it will heal the correct condition.
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== Strategy ==
  
=== Uses ===
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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.
* Great for colonists with brain damage, dementia and frailty. These can be quite crippling, and most other ways to treat them come with significant downsides (see below).
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Do not expect to find more than a handful of these serums during a playthrough, if even that many.
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* 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:
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** 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).
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** [[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]], at quite a cost. Do so when the colonist is absolutely vital to your colony's operations -- this should be a very rare occasion.
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* 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.
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* 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]]{{RoyaltyIcon}} or [[biosculpter pod]]{{IdeologyIcon}}, but both require their respective DLC installed.
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**A missing nose can be fixed with the [[aesthetic nose]], but you need the [[Royalty DLC]] installed.
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**A missing nose can be fixed with the [[biosculpter pod]], but you need the [[Ideology DLC]] installed.
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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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== Order of conditions treated ==
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{{Stub|section=1|reason=Not a full list of conditions}}
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The serum will heal conditions according to severity, in this order:
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# Missing limbs
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#* Legs > shoulders/arms
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# Toxic buildup
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# Diseases, in order of severity
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# Frail
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# Alzheimer's
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# Dementia
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# Scars on the brain
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# Missing organs
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#* Lungs > kidneys
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# Drug addiction
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# Scars on other parts
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# [[Injury#Trauma_Savant|Trauma Savant]]
  
=== Alternatives ===
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=== Notes ===
Many permanent conditions like Dementia or Alzheimer's can be cured with other methods, which all have some other form of cost. For a full comparison of what can and can't be healed by these methods, see the Healing method table below.
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* 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.
* Killing the pawn and applying a [[resurrector mech serum]], an item of the same rarity as the healer mech serum. It can also cause adverse side-effects, including the fatal [[Resurrection psychosis|psychosis]] (which ironically, requires a healer mech serum to treat).
 
* [[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.
 
* [[Genes#Scarless|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]] - Added as '''Healer mechanite superdose'''. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases.
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* [[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 - Function was expanded such that it can now treat nearly all health conditions.
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* 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.
* [[Version/1.4.3641|1.4.3641]] - Fix: Psychic suppression targeted by healer mech serum.
 
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene loss shock is healed before scars and injuries when using healing serum.
 
  
 
{{nav/questitems}}
 
{{nav/questitems}}
 
[[Category:Medical Item]] [[Category:Exotic Item]]
 
[[Category:Medical Item]] [[Category:Exotic Item]]

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