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− | {{ | + | {{Define|Exotic Item |
− | | | + | | always haulable = true |
− | | | + | | 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. | ||
− | + | | label = healer mech serum | |
− | + | | path cost = 15 | |
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| stack limit = 10 | | stack limit = 10 | ||
− | | | + | | tech level = spacer |
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| use hit points = true | | use hit points = true | ||
+ | | flammability base = 0 | ||
+ | | deterioration rate base = 2 | ||
+ | | market value base = 1000 | ||
+ | | max hit points base = 80 | ||
+ | | mass = 0.2 | ||
| quest item = true | | quest item = true | ||
}} | }} | ||
− | The ''' | + | The '''Healer mech serum''' is an item that can be awarded from quests. |
− | + | Pawns can be directed to use it, or it can be administered by medical procedure. When used, it instantly removes the most severe health problem on the pawn, with only few exceptions. If there are no healable conditions, the serum will still be used up. | |
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− | == | + | == Exceptions == |
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Below are the conditions which the serum '''cannot''' treat: | Below are the conditions which the serum '''cannot''' treat: | ||
* Luciferium need | * Luciferium need | ||
* Drug tolerances | * Drug tolerances | ||
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To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied. | To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied. | ||
− | + | Any other condition can be treated, including blood loss, malnutrition, heatstroke/hypothermia, diseases, toxic fallout, even other drug addictions – in many cases you do ''not'' want to treat these conditions with the serum, unless they would lead to certain death. Do not apply the serum unless absolutely certain it will heal the correct condition. | |
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− | + | == Usage strategy == | |
− | + | Because this is the only item in the game that can cure many otherwise incurable conditions without any adverse effects, it should be used wisely. A missing limb or even a severely damaged spine can be replaced, while a demented brain cannot. | |
− | * Great for colonists with brain damage, dementia and frailty. | + | |
+ | Do not expect to find more than a handful of these serums during a playthrough, if even that many. | ||
+ | |||
+ | * Great for colonists with brain damage, dementia and frailty. | ||
+ | ** There is no other way to heal these chronic ailments, which can be quite crippling, other than killing the pawn and then applying a [[Resurrector mech serum]], which is another very rare item that can cause adverse side-effects. | ||
+ | ** Brain scarring (not dementia or chemical damage) could be treated with [[Luciferium]], which will, however, cause immediate hard dependence on the drug, which is very costly in the long run. | ||
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]). | * 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 [[ | + | * Immediately end a colonist's [[Mood#Catatonia|catatonic break]] at quite a cost. Do so when the colonist is vital to your colony's operations -- this should be a very rare occasion. |
− | * This is the only option to fix certain Social penalties | + | * Prevent [[Ailments#Resurrection psychosis|resurrection psychosis]] from taking over your resurrected colonist. Do note that resurrection psychosis is not revealed until it reaches its second stage, but will still be cured by using a Healer mech serum if used before it is discovered. |
− | + | * This is the only option to fix certain Social penalties, such as the Disfigured debuff from a missing nose. | |
+ | |||
+ | 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). | ||
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+ | == Order of conditions treated == | ||
+ | |||
+ | The serum will heal conditions according to severity, in this order: | ||
+ | # Diseases, in order of severity | ||
+ | # Frail | ||
+ | # Alzheimer's | ||
+ | # Dementia | ||
+ | # Missing body parts | ||
+ | # Scars | ||
− | === | + | === Note === |
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− | + | The game does not necessarily rank the severity of conditions in the same way the player would. This can lead to the "wrong" condition being healed, since the serum only heals one condition. As an example, a "major infection (developed immunity)" is rated ''worse'' by the game than "Alzheimer's (minor)", even though the latter is normally incurable, while the former condition is not even a practical problem. Make sure to check the health condition of the pawn carefully before administering the serum. | |
== Version history == | == Version history == | ||
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− | + | It was added in Beta 18. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases. | |
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− | + | In Beta 19/1.0 its function was expanded such that it can now treat nearly all health conditions. | |
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{{nav/questitems}} | {{nav/questitems}} | ||
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