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{{Infobox main|exotic
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{{Define|Exotic Item
| name = Healer mech serum
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| always haulable = true
| image = Healer mech serum.png|Healer mech serum
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| def name = MechSerumHealer
 
| description = A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.
 
| description = A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.
<!-- Base Stats -->
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| label = healer mech serum
| type = Exotic item
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| path cost = 15
| tech level = Ultra
 
| hp = 80
 
| deterioration = 2
 
| marketvalue = 1300
 
| mass base = 0.2
 
| flammability = 0
 
 
| stack limit = 10
 
| stack limit = 10
| path cost = 14
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| tech level = spacer
<!-- Technical -->
 
| defName = MechSerumHealer
 
<!-- Unused -->
 
| always haulable = true
 
| label = healer mech serum
 
 
| use hit points = true
 
| use hit points = true
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| flammability base = 0
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| deterioration rate base = 2
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| market value base = 1000
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| max hit points base = 80
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| mass = 0.2
 
| quest item = true
 
| quest item = true
 
}}
 
}}
The '''healer mech serum''' is an item that can heal almost every health condition.
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The Healer mech serum is an item that can be found in quests.
 
 
== Acquisition ==
 
Healer mech serums cannot be crafted, nor can it be bought from [[trader]]s. Instead they can only be found in [[ancient shrine]]s or acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.
 
 
 
== Summary ==
 
{{Stub|section=1|reason=Not a full list of conditions - see FixWorstHealthCondition}}
 
Healer mech serums will heal a single health condition. It removes the most "severe" health problem, in a specific order. If there are no healable conditions, the serum will still be consumed. Pawns can be directed to use a serum on themselves or others.
 
 
 
The serum will heal these conditions in the following order:
 
# Missing limbs, hands, and feet (Not fingers/ toes)
 
#* Legs
 
#* Shoulders/arms
 
#* Spine
 
# Whole body ailments
 
#* [[Toxic buildup]]
 
#* [[Disease]]s, in order of severity
 
#* [[Blood loss]]
 
#* [[Heatstroke]]
 
#* [[Hypothermia]]
 
#* [[Frail]]
 
#* Sterilized
 
# Brain ailments
 
#* [[Resurrection psychosis]]
 
#* [[Trauma savant]]
 
#* [[Alzheimer's]]
 
#* [[Dementia]]
 
# Scars on the brain
 
# Missing organs
 
#* [[Lung]]s
 
#* [[Kidney]]s
 
#* Facial parts
 
#* Fingers/ toes
 
# Ailments in other parts
 
#* For example: [[Carcinoma]], [[Cataract]], [[Bad back]]
 
# Drug [[addiction]]
 
# Scars on other parts
 
# Injuries
 
 
 
Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements, however, occur individually.
 
 
 
=== Restrictions ===
 
Below are the conditions which the serum '''cannot''' treat:
 
* Luciferium need
 
* Drug tolerances
 
* Anesthetic
 
* Fertility Procedures: Tubal Ligation, Implanted IUD, Vasectomy
 
 
 
To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.
 
 
 
== Analysis ==
 
Firstly, don't expect to find more than a handful of these serums during a playthrough, if even that many. Use it wisely: most missing limbs and failed organs can be replaced, either with artificial or natural parts. Serums should be saved for situations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise.
 
  
Conditions are treated in a strict order. An [[infection]] (Major, developed immunity) will be cured over Alzheimer's, even though the former is virtually harmless. Blood loss and toxic buildup are cured before scars are. Do not apply the serum unless absolutely certain it will heal the correct condition.
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Pawns can be directed to use it, or it can be administered to a pawn through a medical operation. When used, it instantly removes the most severe health problem on the pawn, including missing body parts or brain damage.
  
=== Uses ===
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=== Usage ===
* Great for colonists with brain damage, dementia and frailty. These can be quite crippling, and most other ways to treat them come with significant downsides (see below).
 
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]).
 
* Immediately end a colonist's [[Mental break#Catatonia|catatonic break]], at quite a cost. Do so when the colonist is absolutely vital to your colony's operations -- this should be a very rare occasion.
 
* This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose.
 
**A missing nose can be fixed with the [[aesthetic nose]]{{RoyaltyIcon}} or [[biosculpter pod]]{{IdeologyIcon}}, but both require their respective DLC installed.
 
  
=== Alternatives ===
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Obviously it should be used on colonists with severe health conditions, as it only removes one at a time.
Many permanent conditions like Dementia or Alzheimer's can be cured with other methods, which all have some other form of cost. For a full comparison of what can and can't be healed by these methods, see the Healing method table below.
 
* Killing the pawn and applying a [[resurrector mech serum]], an item of the same rarity as the healer mech serum. It can also cause adverse side-effects, including the fatal [[Resurrection psychosis|psychosis]] (which ironically, requires a healer mech serum to treat).
 
* [[Luciferium]], which will cause immediate hard dependence on the drug. It requires constant intake; while it does provide significant stat buffs, luciferium is expensive, and withdrawal is fatal.
 
* [[Biosculpter pod]]s.{{IdeologyIcon}} The Bioregeneration cycle can heal many conditions (less than lucifierium), which costs 2 [[glitterworld medicine]], up to 25 days in a clean room to complete, and dedicated research.
 
* [[Genes#Scarless|Scarless gene]].{{BiotechIcon}} This either requires the scarless [[genepack]] and an [[archite capsule]], or has the price of becoming a [[sanguophage]]. It can also be obtained from game start.
 
  
{{Heal Option Table}}
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It is great for colonists with brain damage or dementia. The only other way that brain damage can be treated is through [[luciferium]], which will get your colonist hooked on it forever, making it more costly in the long run.
  
== Version history ==
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It can immediately end a colonist's catatonic break, but at quite a cost, so use it when the colonist is vital to your colony's operations.
* [[Version/0.18.1722|0.18.1722]] - Added as '''Healer mechanite superdose'''. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases.
 
* Beta 19/1.0 - Function was expanded such that it can now treat nearly all health conditions.
 
* [[Version/1.2.2753|1.2.2753]] - Fix: Healer mech serum heals love
 
* [[Version/1.3.3200|1.3.3200]] - Restored the healing message displayed after using a healer mech serum.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Psychic suppression targeted by healer mech serum.
 
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene loss shock is healed before scars and injuries when using healing serum.
 
  
{{nav/questitems}}
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It cannot treat illnesses, remove luciferium addiction, or eliminate resurrection psychosis from the [[resurrector mech serum]].
[[Category:Medical Item]] [[Category:Exotic Item]]
 

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