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| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 14
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| path cost = 15
 
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| addictiveness = 1
 
| addictiveness = 1
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'''Luciferium''' is a rare, powerful, expensive and dangerous [[drug]] that can heal permanent injuries, [[Ailments#Chronic|chronic health conditions]], and helps fight disease, but will kill its user if not taken regularly.
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'''Luciferium''' is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, [[Ailments#Chronic|chronic health conditions]], and helps fight disease, but will kill its user if taken every 6.667 days.
 
 
== Acquisition ==
 
Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from pirate [[Raiders]].
 
  
 
== Summary ==
 
== Summary ==
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:
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Luciferium provides a variety of enhancing effects. These can be broken into effects that occur:
 
* While addicted to the drug.
 
* While addicted to the drug.
 
* While withdrawing from the drug.
 
* While withdrawing from the drug.
  
=== Luciferium Addiction ===
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=== Lucierium Addiction ===
* Improved [[blood filtration]] ({{+|70%}})
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* Improved [[blood filtration]] (+70%)
* Improved [[metabolism]] ({{+|20%}})
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* Improved [[metabolism]] (+20%)
* Improved [[blood pumping]] ({{+|15%}})
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* Improved [[blood pumping]] (+15%)
* Improved [[sight]] ({{+|15%}})
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* Improved [[sight]] (+15%)
* Improved [[consciousness]] ({{+|10%}})
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* Improved [[consciousness]] (+10%)
* Improved [[breathing]] ({{+|10%}})
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* Improved [[breathing]] (+10%)
* Improved [[moving]] ({{+|5%}})
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* Improved [[moving]] (+5%)
* Reduced [[pain]] ({{Good|x80%}})
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* Reduced [[pain]] (x80%)
* 1 Scar/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness){{Check Tag|Purely random?|Is that the selection of the injury/ailment random? If it is, note it explicitly. If its not, the order should be noted.}}
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* 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness)
* If a pawn is not addicted: {{+|100%}} luciferium need
 
* If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])
 
Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.
 
  
Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.
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Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, lucierium will eventually kill. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.
  
 
=== Withdrawal ===
 
=== Withdrawal ===
 
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:
 
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:
* Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait)
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* Intense [[pain]] (+40%) (-15 mood)
* Impaired [[consciousness]] ({{Bad|80% Max}})
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* Impaired [[consciousness]] (80% max)
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'')
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* Berserk [[mental break]]s (''mtb of 0.4 days'')
* Death (''{{MTB}} of 10 days'')
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* Death (''mtb of 10 days'')
 
 
Death is caused by the brain being instantly destroyed, meaning that the [[Genes#Deathless|Deathless gene]]{{BiotechIcon}} does not protect against it.
 
 
 
{{Heal Option Table}}
 
  
== Analysis ==
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==Analysis==
Luciferium is useful for treating permanent injuries and conditions, such as brain damage, scars, or [[frail]]. Curing these would otherwise require the much rarer [[healer mech serum]] or DLC-exclusive options such as the [[biosculpter pod]] {{IdeologyIcon}} or the Scarless [[gene]] {{BiotechIcon}}. [[Alzheimer's]] and [[dementia]] can only be cured by mech serum or luciferium. [[Carcinoma]] either requires luciferium / mech serum, long-term and potentially ineffective medicial treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases [[Immunity Gain Speed]], which can help fight off otherwise fatal diseases (whenever from old age or poor treatment).
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{{stub|Add when you should have colonists take it}}
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Luciferium has to be taken every 6.667 days, or luciferium risks killing them. In order to safely prevent this, create a Luciferium drug policy which is set not to satisfy addiction, but instead to take it every 6 days, and have pawns pocket 1 extra so that it can be taken as soon as possible. Mental breaks and even death happen very quickly, so it's better to be safe with dose quantities, if you can spare the drugs. When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.
  
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the [[ship launch]] or the [[Royal Ascent]] quest {{RoyaltyIcon}}. Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.
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Putting a pawn into a [[Cryptosleep casket]] or a [[Biosculpter_pod|Biosculpter pod]] will suspend their Luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets.  
 
 
Lucifierium isn't ''too'' expensive. 10 doses of luciferium costs a [[market value]] of {{icon small|silver||{{#expr:{{P|Market Value Base}}*10}}}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium can be tolerated even if you don't need its medical properties.
 
Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits.  
 
  
 
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
 
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
 
=== Luciferium management ===
 
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their [[drug policy|drug assignment]] to take one pill every 6 days does '''NOT''' work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn.
 
 
Instead, for all adult pawns that take luciferium, players should use the "take for addiction" setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, "take for addiction" can be used for safety, though note that it can waste a small amount of dosage.
 
 
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.
 
 
Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]] will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets.
 
  
 
== Trivia ==
 
== Trivia ==
Luciferium is considered to be in the [[Lore#Tech_levels|"Ultra" tech level]].
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Luciferium is considered to in the [[Lore#Tech_levels|"Ultra" tech level]].
 
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{{Heal Option Table}}
It is possible to give prisoners luciferium to make them addicted, if the prisoner leaves the map title safely, they may reappear in future raids and bring two or three doses of luciferium with them.
 
  
 
== Gallery ==
 
== Gallery ==
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== Version history ==
 
== Version history ==
 
* [[Version/0.15.1279|0.15.1279]] - Added.
 
* [[Version/0.15.1279|0.15.1279]] - Added.
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing [[Frail]]. Now, lucifierum can remove all chronic health conditions.
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* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.
 
* [[Version/1.1.2610|1.1.2610]] -  Reduced market value from 120 to 70.
 
* [[Version/1.1.2610|1.1.2610]] -  Reduced market value from 120 to 70.
* [[Version/1.4.3523|1.4.3523]] - Luciferium now causes death from brain destruction, meaning the [[Genes#Deathless|deathless]] [[gene]] {{BiotechIcon}} cannot stop it.
 
  
 
{{nav/drugs}}
 
{{nav/drugs}}
  
 
[[Category:Drug]] [[Category:Medical Drug]]
 
[[Category:Drug]] [[Category:Medical Drug]]

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