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{{Infobox main|drug
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<includeonly>''Main Article: [[Luciferium]]''</includeonly>
| name = Luciferium
+
<noinclude>{{Define|Drug
| image = Luciferium a.png
 
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.<br>After the first dose, there is no way to get the mechanites out, ever.<br>On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
 
<!-- Base Stats -->
 
| type = Drug
 
| type2 = Medical Drug
 
| tech level = Ultra
 
| marketvalue = 70
 
| stack limit = 150
 
| mass base = 0.01
 
| hp = 50
 
| deterioration = 2
 
| flammability = 1
 
| rotatable = false
 
| path cost = 14
 
<!-- Ingestion -->
 
| addictiveness = 1
 
| max num to ingest at once = 1
 
<!-- Technical -->
 
| defName = Luciferium
 
| drug category = medical
 
| food preference = NeverForFood
 
| is pleasure drug = false
 
| preferability = NeverForNutrition
 
<!-- Unused -->
 
 
| always haulable = true
 
| always haulable = true
 +
| def name = Luciferium
 +
| description = A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects.
 +
| deterioration rate base = 2.0
 
| draw gui overlay = true
 
| draw gui overlay = true
 +
| flammability base = 1.0
 +
| food preference = NeverForFood
 
| graphic class = Graphic_StackCount
 
| graphic class = Graphic_StackCount
 
| graphic path =  Things/Thing/Drug/Luciferium
 
| graphic path =  Things/Thing/Drug/Luciferium
 
| label = luciferium
 
| label = luciferium
 +
| market value base = 120
 +
| max hit points base = 50
 +
| max num to ingest at once = 1
 +
| nutrition base = 0
 
| parent name = DrugPillBase
 
| parent name = DrugPillBase
 +
| path cost = 15
 +
| preferability =
 
| resource readout priority = Last
 
| resource readout priority = Last
 +
| rotatable = false
 
| selectable = true
 
| selectable = true
 
| social properness matters = true
 
| social properness matters = true
 +
| sound eat =
 +
| stack limit = 400
 +
| taste =
 +
| tech level = spacer
 
| thing class = Drugs
 
| thing class = Drugs
 +
| ticker type =
 
| use hit points = true
 
| use hit points = true
<!-- Drug Parameters -->
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| work to make base = 10
| blood filtration offset = 0.7
+
<!--
 +
- Drug Parameters -->
 +
| addictiveness = 1.0
 +
| blood filtration factor =
 +
| blood filtration offset = 0.70
 +
| blood pumping factor = 
 
| blood pumping offset = 0.15
 
| blood pumping offset = 0.15
| breathing offset = 0.1
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| breathing factor = 
 +
| breathing offset = 0.10
 +
| consciousness factor =
 
| consciousness offset = 0.1
 
| consciousness offset = 0.1
 +
| drug category = medical
 +
| global work speed offset =
 +
| hearing factor = 
 +
| hearing offset =
 +
| hunger factor =
 +
| hunger offset =
 +
| is pleasure drug = false
 +
| joy kind =
 +
| joy offset =
 +
| manipulation factor = 
 +
| manipulation offset =
 +
| metabolism factor = 
 
| metabolism offset = 0.2
 
| metabolism offset = 0.2
 +
| moving factor = 
 
| moving offset = 0.05
 
| moving offset = 0.05
| pain factor = 0.8
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| pain factor = 0.80
 +
| pain offset =
 +
| rest fall factor =
 +
| rest offset =
 +
| sight factor = 
 
| sight offset = 0.15
 
| sight offset = 0.15
 +
| talking factor =
 +
| talking offset =
 +
 
}}
 
}}
'''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 either be purchased, dropped by [[raiders]] or found in [[Ancient shrine]]. There is no way to produce it. Luciferium's main use is to save one's life with a dramatic blood filtration improvement, but it also affects most of the other capacities. Additionally, Luciferium can heal old scars, permanent injuries and all [[Ailments#Chronic|chronic health conditions]], as long as the part is not destroyed or missing. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
  
== Acquisition ==
+
Luciferium has to be taken every 6.667 days, otherwise the mechanites in Luciferium will lose cohesion, and a violent and possibly fatal withdrawal will begin. 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 pocket 1 extra so that it can be taken as soon as possible.
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 ==
 
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:
 
* While addicted to the drug.
 
* While withdrawing from the drug.
 
 
 
=== Luciferium Addiction ===
 
* Improved [[blood filtration]] ({{+|70%}})
 
* Improved [[metabolism]] ({{+|20%}})
 
* Improved [[blood pumping]] ({{+|15%}})
 
* Improved [[sight]] ({{+|15%}})
 
* Improved [[consciousness]] ({{+|10%}})
 
* Improved [[breathing]] ({{+|10%}})
 
* Improved [[moving]] ({{+|5%}})
 
* Reduced [[pain]] ({{Good|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.}}
 
* 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%.
 
 
 
=== Withdrawal ===
 
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)
 
* Impaired [[consciousness]] ({{Bad|80% Max}})
 
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 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 against it.
 
 
 
{{Heal Option Table}}
 
 
 
== 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).
 
 
 
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.
 
 
 
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 ===
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Luciferium addiction cannot be removed with the [[healer mech serum]] and a colonist resurrected via the [[resurrector mech serum]] will remain addicted.
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.
+
Putting a colonist into a [[Cryptosleep casket]] 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.
  
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.
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=== Detailed Effects ===
 +
* Improved [[blood filtration]] (+70%)
 +
* Improved [[metabolism]] (+20%)
 +
* Improved [[blood pumping]] (+15%)
 +
* Improved [[sight]] (+15%)
 +
* Improved [[consciousness]] (+10%)
 +
* Improved [[breathing]] (+10%)
 +
* Improved [[moving]] (+5%)
 +
* Reduced [[pain]] (x80%)
 +
* 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, Cataracts, Carcinoma, Dementia, Frail, Hearing Loss and Blindness)
  
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.
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=== Side Effects ===
  
== Trivia ==
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Luciferium has no side-effects other than the withdrawal symptoms.
Luciferium is considered to be in the [[Lore#Tech_levels|"Ultra" tech level]].
 
  
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.
+
==Withdrawal Symptoms==
 +
Luciferium withdrawal is the worst out of any drug, as it's the only drug that will eventually kill if not taken regularly. Although it doesn't have as sizable of an impact in terms of capacities compared to drugs such as psychite, wake-up or go-juice, luciferium withdrawal is always fatal. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium. Typical withdrawal symptoms include ''very'' frequent berserk mental breaks, acute pain, and impaired consciousness. Advanced withdrawal symptoms include death in an average time of 10 days after withdrawal starts. Unlike other withdrawals, Luciferium withdrawal doesn't directly affect mood.  Instead, it indirectly affects mood with the 'Acute Pain' thought.
  
== Gallery ==
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'''Detailed Symptoms'''
<gallery>
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* Acute pain (+40%)
Luciferium a.png|One luciferium
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* Impaired consciousness (80% max)
Luciferium b.png|Stack of luciferium
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* Berserk mental breaks (''mtb of 0.4 days'')
</gallery>
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* Death (''mtb of 10 days'')
 +
</noinclude>
 +
<includeonly>
 +
{|class = "wikitable c03"
 +
|-
 +
!colspan="2" scope="col" style="text-align: left" | Drug info
 +
|-
 +
|Addictiveness || 100%
 +
|-
 +
|Market value || $120.00
 +
|-
 +
|Hit points || 50
 +
|-
 +
|Work to make || n/a
 +
|}
  
== Version history ==
+
{|class = "wikitable c03"
* [[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.
+
!colspan="2" scope="col" style="text-align: left" | Drug effects
* [[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.
+
|Blood filtration || +70%
 +
|-
 +
|Blood pumping || +15%
 +
|-
 +
|Breathing || +10%
 +
|-
 +
|Consciousness || +25%
 +
|-
 +
|Hearing || +20%
 +
|-
 +
|Metabolism || +20%
 +
|-
 +
|Moving || +25%
 +
|-
 +
|Pain || x80%
 +
|-
 +
|Sight || +20%
 +
|}
 +
</includeonly>
  
 +
<noinclude>
 
{{nav/drugs}}
 
{{nav/drugs}}
 
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</noinclude>
[[Category:Drug]] [[Category:Medical Drug]]
 

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