Difference between revisions of "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
+
| 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
+
| 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
+
| 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
+
| manipulation offset =
 
| metabolism factor =   
 
| metabolism factor =   
| metabolism offset =  
+
| metabolism offset = 0.2
 
| moving factor =   
 
| moving factor =   
| moving offset = 0.25
+
| moving offset = 0.05
 
| pain factor = 0.80  
 
| pain factor = 0.80  
 
| pain offset =  
 
| pain offset =  
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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.
+
'''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.
  
After the first dose, there is no way to get the mechanites out, ever.
+
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.
  
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 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.
}}
 
 
 
==Gameplay Overview==
 
Luciferium is a drug that can either be purchased, or found on raiders - there is no way to produce Luciferium. The main purpose of Luciferium is to save one's life with the dramatic blood filtration improvement it provides, but it also affects most of the pawn's other capacities. As it is a rare yet powerful drug, Luciferium is expensive to purchase and is found in scant amounts in ancient structures.
 
 
 
Luciferium has to be taken every 6.667 days, otherwise the mechanites in Luciferium will lose cohesion, and a violent and possible 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.
 
 
 
{{asof|A16}} Luciferium can heal old scars or permanent injuries, as long as the part is not destroyed or missing.
 
  
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness.  
+
Luciferium addiction cannot be removed with the [[healer mech serum]] and a colonist resurrected via the [[resurrector mech serum]] will remain addicted.
  
WARNING: Animals may also take Luciferium (and presumably other drugs) randomly if it is within their allowed zone.
+
=== Detailed Effects ===
 
 
'''Detailed Effects'''
 
 
* Improved blood filtration (+70%)
 
* Improved blood filtration (+70%)
 
* Improved metabolism (+20%)
 
* Improved metabolism (+20%)
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* Improved consciousness (+10%)
 
* Improved consciousness (+10%)
 
* Improved breathing (+10%)
 
* Improved breathing (+10%)
 +
* Improved moving (+5%)
 
* Reduced pain (x80%)
 
* Reduced pain (x80%)
 
* 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15,000 - 30,000 seconds)
 
* 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15,000 - 30,000 seconds)
  
==Side Effects==
+
=== Side Effects ===
Luciferium has no side-effects other than the withdrawal symptoms that ensue if Luciferium demand isn't met.
+
 
 +
Luciferium has no side-effects other than the withdrawal symptoms.
  
 
==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.
+
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'''
 
'''Detailed Symptoms'''
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|Addictiveness || 100%
 
|Addictiveness || 100%
 
|-
 
|-
|Market value || $100.00
+
|Market value || $120.00
 
|-
 
|-
 
|Hit points || 50
 
|Hit points || 50

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)