Difference between revisions of "Luciferium"

From RimWorld Wiki
Jump to navigation Jump to search
 
(50 intermediate revisions by 14 users not shown)
Line 14: Line 14:
 
| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 15
+
| path cost = 14
 
<!-- Ingestion -->
 
<!-- Ingestion -->
 
| addictiveness = 1
 
| addictiveness = 1
Line 46: Line 46:
 
| sight offset = 0.15
 
| sight offset = 0.15
 
}}
 
}}
'''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.
+
'''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 ==
 +
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. These can be broken into effects that occur:
+
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 addicted to the drug.
 
* While withdrawing from the drug.
 
* While withdrawing from the drug.
  
=== Lucierium Addiction ===
+
=== Luciferium Addiction ===
* Improved [[blood filtration]] (+70%)
+
* Improved [[blood filtration]] ({{+|70%}})
* Improved [[metabolism]] (+20%)
+
* Improved [[metabolism]] ({{+|20%}})
* Improved [[blood pumping]] (+15%)
+
* Improved [[blood pumping]] ({{+|15%}})
* Improved [[sight]] (+15%)
+
* Improved [[sight]] ({{+|15%}})
* Improved [[consciousness]] (+10%)
+
* Improved [[consciousness]] ({{+|10%}})
* Improved [[breathing]] (+10%)
+
* Improved [[breathing]] ({{+|10%}})
* Improved [[moving]] (+5%)
+
* Improved [[moving]] ({{+|5%}})
* Reduced [[pain]] (x80%)
+
* Reduced [[pain]] ({{Good|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]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness)
+
* 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.
  
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.
+
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 ===
 
=== 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)
+
* Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait)
* Impaired [[consciousness]] (80% max)
+
* Impaired [[consciousness]] ({{Bad|80% Max}})
* Berserk [[mental break]]s (''mtb of 0.4 days'')
+
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'')
* Death (''mtb of 10 days'')
+
* Death (''{{MTB}} of 10 days'')
  
==Analysis==
+
Death is caused by the brain being instantly destroyed, meaning that the [[Genes#Deathless|Deathless gene]]{{BiotechIcon}} does not protect against it.
{{stub|section=1|reason=Detail for when you should have colonists take it}}
 
Luciferium is useful for treating permanent injuries, such as brain damage or scars. These would otherwise require the much rarer [[healer mech serum]] to cure. 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 has to be taken every 6.667 days, or the withdrawl 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.
+
{{Heal Option Table}}
  
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.  
+
== 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 ===
 +
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 in the [[Lore#Tech_levels|"Ultra" tech level]].
+
Luciferium is considered to be in the [[Lore#Tech_levels|"Ultra" tech level]].
{{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 ==
Line 95: Line 115:
 
== 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.
+
* [[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]]

Latest revision as of 16:59, 16 February 2024

Luciferium

Luciferium

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.
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.

Base Stats

Type
DrugMedical Drug
Tech Level
Ultra
Market Value
70 Silver
Stack Limit
150
Mass
0.01 kg
HP
50
Deterioration Rate
2
Flammability
100%
Rotatable
False
Path Cost
14

Ingestion

Addictiveness
100%
Maximum To Ingest
1
Technical
defName
Luciferium
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
medical
Is Pleasure Drug
false


Luciferium is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, chronic health conditions, and helps fight disease, but will kill its user if not taken regularly.

Acquisition[edit]

Luciferium cannot be crafted, and must be either acquired through trade, as a quest reward, found in ancient shrines, or looted from pirate Raiders.

Summary[edit]

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[edit]

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[edit]

As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:

Death is caused by the brain being instantly destroyed, meaning that the Deathless geneContent added by the Biotech DLC does not protect against it.

Healing method table

Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter podsContent added by the Ideology DLC may help, but each has its own unique list of what it can and cannot cure.

The full comparison table between healing methods is collapsed due to length. Expand to view.

Condition Transplant Bionics Healer mech serum Luciferium Biosculpter podContent added by the Ideology DLC ScarlessContent added by the Biotech DLC
Alzheimer's Ex.png Ex.png Check.png Check.png Ex.png Check.png
Artery blockage Check.png Check.png Check.png Check.png Check.png Check.png
Dementia Ex.png Ex.png Check.png Check.png Ex.png Check.png
Carcinoma Ex.png Check.png Check.png Check.png Ex.png Check.png
Chemical damage
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png ?
Chemical damage
- Other
Ex.png Ex.png Check.png Ex.png Ex.png ?
Cirrhosis Check.png Ex.png Check.png Ex.png Ex.png ?
Frail Ex.png Ex.png Check.png Check.png Check.png Check.png
Cataracts Ex.png Check.png[One] Check.png[Both] Check.png[One or Both?] Check.png[Both] Check.png[One or Both?]
Bad back Ex.png Check.png Check.png Check.png Check.png ?
Hearing loss Ex.png Check.png[One] Check.png[Both] Check.png[One or Both?] Check.png[Both] Check.png[One or Both?]
Asthma Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC[One]
Check.png[Both] Check.png[One or Both?] Check.png[Both] Check.png[Both]
Toxic buildup Ex.png Ex.png Check.png Check.png Ex.png ?
Blood loss Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Ex.png Check.png Ex.png Check.png ?
Food poisoning Ex.png Ex.pngContent from Rimworld core game only
Ex.pngContent added by the Royalty DLC[Prev]
Check.png Ex.png Ex.png ?
Trauma savant Ex.png Ex.png Check.png Ex.png Ex.png ?
Resurrection psychosis Ex.png Ex.png Check.png Ex.png Ex.png Ex.png
Blindness Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both] Check.png[One or Both?]
Sterilized Ex.png Ex.png Check.png Ex.png Ex.png ?
Damaged
- Heart
Check.png Check.png Check.png Ex.png Ex.png ?
Damaged
- Liver
Check.png Ex.png Check.png Ex.png Ex.png ?
Damaged
- Kidney/Lung
Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png ?
Damaged
- Digits/Eyes/Ears/Tongue
Ex.png Check.png Check.png Ex.png Check.png ?
Damaged
- Jaw
Ex.png Check.png Check.png Ex.png Ex.png ?
Damaged
- Limbs/Stomach/Spine
Ex.png Check.png Check.png Ex.png Ex.png ?
Damaged
- Nose
Ex.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Royalty DLC
Check.png Ex.png Check.png ?
Scars
- Brain/Neck/Torso
Ex.png Ex.png Check.png Check.png Check.png Check.png
Scars
- Limbs/Eyes
Ex.png Check.png Check.png Check.png Check.png Check.png
Luciferium need Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png
Addictions Ex.png Ex.png Check.png Ex.png Ex.png ?
Malaria Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Sleeping sickness Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Flu Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Plague Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Gut worms Ex.png Check.png Check.png Ex.png Check.png ?
Muscle parasites Ex.png Ex.png Check.png Ex.png Check.png ?
Infection
- Limbs/Eyes
Ex.png Check.png Check.png Ex.png[IGS] Check.png ?
Infection
- Other
Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Fibrous mechanites Ex.png Ex.png Check.png Ex.png Ex.png ?
Sensory mechanites Ex.png Ex.png Check.png Ex.png Ex.png ?
Paralytic abasia Ex.png Ex.png Check.png Ex.png Ex.png ?
Scaria Ex.png Ex.png Check.png Ex.png Ex.png ?
Blood rot Ex.png Ex.png Check.png Ex.png Ex.png ?
^Both Heals both relevant organs if condition is present in both.
^One Heals only one organ, even if condition is present in both.
^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.

Analysis[edit]

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 Content added by the Ideology DLC or the Scarless gene Content added by the Biotech DLC. 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 Content added by the Royalty DLC. 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 Silver 700 silver and can sustain a human for a year. If you can get a consistent source of trade and income, luciferium can be tolerated even if you don't need its medical properties. Keeping many colonists addicted is difficult, as faction bases 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 management[edit]

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 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 pods 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 shrines, as they have ancient cryptosleep caskets.

Trivia[edit]

Luciferium is considered to be in the "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.

Gallery[edit]

Version history[edit]

  • 0.15.1279 - Added.
  • 1.1.0 - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.
  • 1.1.2610 - Reduced market value from 120 to 70.
  • 1.4.3523 - Luciferium now causes death from brain destruction, meaning the deathless gene Content added by the Biotech DLC cannot stop it.