Difference between revisions of "Luciferium"

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<includeonly>''Main Article: [[Luciferium]]</includeonly>
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<includeonly>''Main Article: [[Luciferium]]''</includeonly>
<noinclude>{{Define|Medical Drug
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<noinclude>{{Define|Drug
 
| always haulable = true
 
| always haulable = true
 
| def name = Luciferium
 
| def name = Luciferium
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| graphic path =  Things/Thing/Drug/Luciferium
 
| graphic path =  Things/Thing/Drug/Luciferium
 
| label = luciferium
 
| label = luciferium
| market value base = 100
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| market value base = 120
 
| max hit points base = 50
 
| max hit points base = 50
 
| max num to ingest at once = 1
 
| max num to ingest at once = 1
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| breathing offset = 0.10
 
| breathing offset = 0.10
 
| consciousness factor =  
 
| consciousness factor =  
| consciousness offset = 0.25
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| consciousness offset = 0.1
 
| drug category = medical
 
| drug category = medical
 
| global work speed offset =  
 
| global work speed offset =  
 
| hearing factor =   
 
| hearing factor =   
| hearing offset = 0.20
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| hearing offset =
 
| hunger factor =
 
| hunger factor =
 
| hunger offset =
 
| hunger offset =
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| joy offset =  
 
| joy offset =  
 
| manipulation factor =   
 
| manipulation factor =   
| manipulation offset = 0.20
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| manipulation offset =
 
| metabolism factor =   
 
| metabolism factor =   
| metabolism offset =  
+
| metabolism offset = 0.2
 
| moving factor =   
 
| moving factor =   
| moving offset = 0.25
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| moving offset = 0.05
 
| pain factor = 0.80  
 
| pain factor = 0.80  
 
| pain offset =  
 
| pain offset =  
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| talking offset =  
 
| talking offset =  
  
}}</noinclude>
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}}
{{Info|A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.
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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 or permanent injuries, 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.
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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 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 addiction cannot be removed with the [[healer mech serum]] and a colonist resurrected via the [[resurrector mech serum]] will remain addicted.
  
After the first dose, there is no way to get the mechanites out, ever.
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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 (15,000 - 30,000 seconds)
  
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.
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=== Side Effects ===
}}
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<noinclude>
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Luciferium has no side-effects other than the withdrawal symptoms.
== Gameplay Overview ==
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Luciferium is an in-game drug which considerably improves performance of a colonist that takes it in all productive aspects. However: it's strongly recommended '''not''' to have a colonist consume this unless you can easily access an appropriate supply of Luciferium, as it's ''instantly'' addictive and will lead on to berserk mental breaks and eventual death of a colonist that can't meet their demand for it. It can be found on certain traders and certain enemies that have an addiction to these devilish pills, however; the former is ''very'' expensive and you need a sustainable economy to keep up this way of obtaining.
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==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 is deadly. 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.
  
That said, the priciness of Luciferium does mean that it sells for a hefty chunk of silver, typically getting 100+ silver's worth of Luciferium per kill or down on any hostile that carries it, and is therefore a somewhat decent way to make silver.
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'''Detailed Symptoms'''
 +
* Acute pain (+40%)
 +
* Impaired consciousness (80% max)
 +
* Berserk mental breaks (''mtb of 0.4 days'')
 +
* Death (''mtb of 10 days'')
 
</noinclude>
 
</noinclude>
 
<includeonly>
 
<includeonly>
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|Addictiveness || 100%
 
|Addictiveness || 100%
 
|-
 
|-
|Market value || $100.00
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|Market value || $120.00
 
|-
 
|-
 
|Hit points || 50
 
|Hit points || 50
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|}
 
|}
 
</includeonly>
 
</includeonly>
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 +
<noinclude>
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{{nav/drugs}}
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</noinclude>

Revision as of 20:23, 27 February 2019

"spacer" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.

Luciferium

Luciferium a.png

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.


Type
DrugMedical Drug
Stack Limit
150

Base Stats

Deterioration Rate
2
Flammability
1
Market Value
70
Mass
0.01
Max Hit Points
50

Stat Modifiers

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 or permanent injuries, 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.

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 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 addiction cannot be removed with the healer mech serum and a colonist resurrected via the resurrector mech serum will remain addicted.

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 (15,000 - 30,000 seconds)

Side Effects

Luciferium has no side-effects other than the withdrawal symptoms.

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 is deadly. 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.

Detailed Symptoms

  • Acute pain (+40%)
  • Impaired consciousness (80% max)
  • Berserk mental breaks (mtb of 0.4 days)
  • Death (mtb of 10 days)