Difference between revisions of "Luciferium"

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==Analysis==
 
==Analysis==
{{stub|section=1|reason=Detail for when you should have colonists take it}}
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Luciferium is useful for treating permanent injuries, such as brain damage or scars. These would otherwise require the much rarer [[healer mech serum]], mods, or DLC-exclusive options ([[biosculpter pod]] {{IdeologyIcon}} or the Scarless [[gene]] {{BiotechIcon}}, including from becoming a [[sanguophage]] {{BiotechIcon}}) 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 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.
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For general day-to-day life, 10 doses of Luciferium costs a [[market value]] of {{icon small|silver||700}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium is a decent - but relatively small - boost to a pawn's capabilities, most useful if they already needed something cured in the first place. Keeping more than a few colonists addicted is difficult as [[faction base]]s only come with so many doses per restock. Therefore, luciferium is more sustainable (and more noticeable) with a low colonist count. Other than that, luciferium is useful for the [[ship]] launch or royal ascent {{RoyaltyIcon}}, where the addiction doesn't matter after you've left the planet, at least for gameplay purposes.
  
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.  
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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.
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===Luciferium management===
 +
Luciferium has to be taken every 6.667 days, or the withdrawl 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 happen very quickly, so it's better to be safe with dose quantities - assuming 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.
  
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.
+
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.
  
 
== Trivia ==
 
== Trivia ==

Latest revision as of 17:42, 10 November 2022

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
15

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.

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.

Lucierium Addiction

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.

Withdrawal

Luciferium need runs out every 6.667 days. As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:

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
Alzheimer's Ex.png Ex.png Check.png Check.png Ex.png
Artery blockage Check.png Check.png Check.png Check.png Check.png
Dementia Ex.png Ex.png Check.png Check.png Ex.png
Carcinoma Ex.png Check.png Check.png Check.png Ex.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
Cataracts Ex.png Check.png[One] Check.png[Both] Check.png Check.png
Bad back Ex.png Check.png Check.png Check.png Check.png
Hearing loss Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both]
Asthma Check.png[One] Ex.png Check.png[Both] Check.png Check.png
Toxic buildup Ex.png Ex.png Check.png Check.png Ex.png
Food poisoning Ex.png Ex.png[Prev] ? [Check] ? [Check] 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
Blindness Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both]
Sterilized Ex.png Ex.png ? [Check] Ex.png ? [Check]
Damaged
- Heart
Check.png Check.png Check.png Ex.png Ex.png
Damaged
- Kidney/Liver/Lung
Check.png Ex.png 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
Scars
- Limbs/Eyes
Ex.png Check.png Check.png Check.png Check.png
Luciferium need 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 Check.png Ex.png[IGS] Check.png
Sleeping sickness Ex.png Ex.png Check.png Ex.png[IGS] Check.png
Flu Ex.png Ex.png Check.png Ex.png[IGS] Check.png
Plague Ex.png Ex.png 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 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 luciferium does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.

Analysis

Luciferium is useful for treating permanent injuries, such as brain damage or scars. These would otherwise require the much rarer healer mech serum, mods, or DLC-exclusive options (biosculpter pod Content added by the Ideology DLC or the Scarless gene Content added by the Biotech DLC, including from becoming a sanguophage Content added by the Biotech DLC) 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).

For general day-to-day life, 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 is a decent - but relatively small - boost to a pawn's capabilities, most useful if they already needed something cured in the first place. Keeping more than a few colonists addicted is difficult as faction bases only come with so many doses per restock. Therefore, luciferium is more sustainable (and more noticeable) with a low colonist count. Other than that, luciferium is useful for the ship launch or royal ascent Content added by the Royalty DLC, where the addiction doesn't matter after you've left the planet, at least for gameplay purposes.

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 6.667 days, or the withdrawl 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 happen very quickly, so it's better to be safe with dose quantities - assuming 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 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

Luciferium is considered to in the "Ultra" tech level.

Gallery

Version history

  • 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.