Editing Luciferium
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| flammability = 1 | | flammability = 1 | ||
| rotatable = false | | rotatable = false | ||
− | | path cost = | + | | path cost = 15 |
<!-- Ingestion --> | <!-- Ingestion --> | ||
| addictiveness = 1 | | addictiveness = 1 | ||
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| sight offset = 0.15 | | sight offset = 0.15 | ||
}} | }} | ||
− | '''Luciferium''' is a rare, powerful, expensive and dangerous | + | '''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. |
== Acquisition == | == Acquisition == | ||
− | Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from | + | Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from [[Raiders]].{{Check Tag|Normal raiders?|Raiders that have been addicted by the player and released can have luci if they come back, but do normal raiders ever spawn with them?}} |
== Summary == | == Summary == | ||
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* Improved [[moving]] ({{+|5%}}) | * Improved [[moving]] ({{+|5%}}) | ||
* Reduced [[pain]] ({{Good|x80%}}) | * Reduced [[pain]] ({{Good|x80%}}) | ||
− | * 1 Scar/permanent injury | + | * 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) |
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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. | 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. | ||
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=== Withdrawal === | === Withdrawal === | ||
− | As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms: | + | Luciferium need runs out every 6.667 days. As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms: |
− | * Intense [[pain]] ({{++|40%}}) ({{--|15}} mood | + | * Intense [[pain]] ({{++|40%}}) ({{--|15}} mood) |
* Impaired [[consciousness]] ({{Bad|80% Max}}) | * Impaired [[consciousness]] ({{Bad|80% Max}}) | ||
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'') | * [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'') | ||
* Death (''{{MTB}} of 10 days'') | * 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 | + | Death is caused by the brain being instantly destroyed, meaning that the [[Genes#Deathless|Deathless gene]]{{BiotechIcon}} does not protect from it. |
{{Heal Option Table}} | {{Heal Option Table}} | ||
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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). | 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). | ||
− | 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}} | + | 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}}, where the addiction doesn't matter after you've left the planet - at least for gameplay purposes. |
− | Lucifierium isn't ''too'' expensive. 10 doses of | + | 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. | 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. | ||
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=== Luciferium management === | === Luciferium management === | ||
− | Luciferium has to be taken every 6 days | + | Luciferium has to be taken every 6.667 days, or the withdrawal risks killing them. To prevent withdrawal or over-consumption, create a drug policy which is set not to satisfy addiction, but instead to take it every 6 days. Also, have pawns pocket 1 extra so that it can be taken as soon as possible. Mental breaks and even death can happen very quickly, so it's better to be safe with dose quantities. This assumes you have the drugs to spare. |
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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. | 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 | + | 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 == |