Editing Healer mech serum
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− | {{ | + | |
− | | | + | {{Define|Exotic Item |
− | | | + | | always haulable = true |
+ | | def name = MechSerumHealer | ||
| description = A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed. | | description = A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed. | ||
− | + | | label = healer mech serum | |
− | + | | path cost = 15 | |
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| stack limit = 10 | | stack limit = 10 | ||
− | | | + | | tech level = spacer |
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| use hit points = true | | use hit points = true | ||
+ | | flammability base = 0 | ||
+ | | deterioration rate base = 2 | ||
+ | | market value base = 1000 | ||
+ | | max hit points base = 80 | ||
+ | | mass = 0.2 | ||
| quest item = true | | quest item = true | ||
}} | }} | ||
− | The | + | The Healer mech serum is an item that can be found in quests. |
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− | + | Pawns can be directed to use it, or it can be administered to a pawn through a medical operation. When used, it instantly removes the most severe health problem on the pawn, including missing body parts, brain damage or diseases, with the exception of drug addiction, or [[Ailments#Resurrection psychosis|resurrection psychosis]]. | |
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− | === | + | === Usage === |
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− | + | Obviously it should be used on colonists with severe health conditions, as it only removes one at a time. | |
− | + | #Great for colonists with brain damage, dementia and frailty. | |
− | * [[ | + | #*The only other way these can be treated is through [[Resurrector mech serum]] which will require for the pawn to die first (and can cause side-effects). Alternatively brain scarring (not dementia or chemical damage) can be treated with [[Luciferium]] which will get your colonist hooked on it forever, making it more costly in the long run. |
− | + | #Repair shattered spines or pelvises to allow colonists to function again. (Though the former can also be fixed with a [[bionic spine]].) | |
− | + | #Immediately end a colonist's [[Mood#Catatonia|catatonic break]] at quite a cost. Do when the colonist is vital to your colony's operations. | |
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{{nav/questitems}} | {{nav/questitems}} | ||
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