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− | {{Biotech}} | + | {{Biotech}}{{infobox main|building| |
− | {{ | ||
| name = Growth vat | | name = Growth vat | ||
| image = GrowthVat_south.png | | image = GrowthVat_south.png | ||
− | | description = A vat of fluid which can gestate an embryo or accelerate a child's growth.<br | + | | description = A vat of fluid which can gestate an embryo or accelerate a child's growth.<br>While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.<br>Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.<br>Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.<br>The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors. |
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = |
| placeable = | | placeable = | ||
| path cost = 42 | | path cost = 42 | ||
− | | passability = | + | | passability = PassThroughOnly |
| blockswind = | | blockswind = | ||
| cover = 0.5 | | cover = 0.5 | ||
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== Acquisition == | == Acquisition == | ||
− | Growth vats can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}} and {{Ticks|{{P|Work To Make}} }} of work. | + | Growth vats can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. |
== Summary == | == Summary == | ||
− | While hosting a human, growth vats require a constant 200W of [[power]] as well as [[nutrition]]. Both [[raw food|raw]] and processed foods, including [[nutrient paste meal|nutrient paste | + | While hosting a human, growth vats require a constant 200W of [[power]] as well as [[nutrition]]. Both [[raw food|raw]] and processed foods, including [[nutrient paste meal|nutrient paste]], can be inserted.{{Check Tag|Hay?}} None of the usual mood bonuses or maluses from different food types, such as from [[human meat]], are applied. Hosting an embryo costs 6 [[nutrition]] per day and aging a child costs 3 nutrition per day. The vat's contents can be ejected immediately by the player by canceling vat growth; if it was an embryo, it will be destroyed. When no pawn is inside, the power consumption reduces to 80W |
− | If the | + | If the pod has no power or nutrition, the being inside will enter ''Biostarvation'', increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied. Biostarvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a biostarved pawn escapes the vat, then hunger rate will be increased by +50%. |
=== Baby creation === | === Baby creation === | ||
− | Growth vats | + | Growth vats be used to grow an [[embryo]] in 9 days, twice as fast as natural pregnancy, and regardless of either parent's [[Reproduction#Fertility|Fertility]] (as long as it's above 0%). This comes without risk to the mother, but the baby can still arrive [[Reproduction#Outcomes|sick]]. |
Growth vats have a [[Reproduction#Outcomes|birth quality]] of 70%. There is roughly an 89.1% chance for the baby to be born healthy. | Growth vats have a [[Reproduction#Outcomes|birth quality]] of 70%. There is roughly an 89.1% chance for the baby to be born healthy. | ||
=== Children === | === Children === | ||
− | Colonists under 18 can also have their aging sped up by 20x, i.e., it takes 3 days to age 1 year. This ignores the default 4x aging multiplier for [[babies]] and [[children]], so a vat is 5x faster than that. While in the vat, a pawn's needs are frozen like in [[cryptosleep casket|cryptosleep]], and children will not gain growth points. Every 3 days | + | Colonists under 18 can also have their aging sped up by 20x, i.e., it takes 3 days to age 1 year. This ignores the default 4x aging multiplier for [[babies]] and [[children]], so a vat is 5x faster than that. While in the vat, a pawn's needs are frozen like in [[cryptosleep casket|cryptosleep]], and children will not gain growth points. Every 3 days inside the vat, they will gain a small amount of skill, even if a baby.{{Check Tag|Rate?|At what rate do they learn and which skills?}} |
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Non-[[psychopath]] parents (including surrogates) will have a {{--|4}} ''My child is in a growth vat'' [[mood]]let while their kid is inside. This can be altered by [[ideoligion]].{{IdeologyIcon}} | Non-[[psychopath]] parents (including surrogates) will have a {{--|4}} ''My child is in a growth vat'' [[mood]]let while their kid is inside. This can be altered by [[ideoligion]].{{IdeologyIcon}} | ||
{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
− | ! Base Vat !! [[Ideoligion#Growth vats|Vats: Essential]]{{IdeologyIcon}} | + | ! rowspan="2"| Biological Age !! colspan="2"|Time in vat !! No Vat |
+ | |- | ||
+ | ! Base Vat !! [[Ideoligion#Growth vats|Growth Vats: Essential]]{{IdeologyIcon}} !! 400% Aging<ref>Default child aging value from 0 to 11. Note that children will start to age slower from this speed after reaching 11 biological years of age. See [[Children#Aging]] for more details.</ref> | ||
|- | |- | ||
− | ! +1 Year | + | ! +1 Year |
| {{#expr: 1 * 3 round 1}} days || {{#expr: 1 * 3/1.3 round 1}} days || {{#expr: 60 / 4 round 1}} days | | {{#expr: 1 * 3 round 1}} days || {{#expr: 1 * 3/1.3 round 1}} days || {{#expr: 60 / 4 round 1}} days | ||
|- | |- | ||
− | ! +3 Years | + | ! +3 Years |
| {{#expr: 3 * 3 round 1}} days || {{#expr: 3 * 3/1.3 round 1}} days || {{#expr: 3 * 60 / 4 round 1}} days | | {{#expr: 3 * 3 round 1}} days || {{#expr: 3 * 3/1.3 round 1}} days || {{#expr: 3 * 60 / 4 round 1}} days | ||
|- | |- | ||
− | ! | + | ! +5 Years |
− | + | | {{#expr: 5 * 3 round 1}} days || {{#expr: 5 * 3/1.3 round 1}} days || {{#expr: 5 * 60 / 4 round 1}} days | |
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− | | {{#expr: | ||
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− | | {{#expr: | ||
|- | |- | ||
! Age 3 to 13 | ! Age 3 to 13 | ||
| {{#expr: 10 * 3 round 1}} days || {{#expr: 10 * 3/1.3 round 1}} days || 152.4 days | | {{#expr: 10 * 3 round 1}} days || {{#expr: 10 * 3/1.3 round 1}} days || 152.4 days | ||
|- | |- | ||
− | ! | + | ! Embryo to 18 |
− | | {{#expr: ( | + | | {{#expr: 18 + (18 * 3) round 1}} days || {{#expr: 9 + (3*3) + (15 * 3/1.3) round 1}} days<ref>Growth Vats: Essential does not apply to pawns without the [[ideoligion]], i.e. [[embryo]]s and [[babies]] age normally.</ref> || 322 days |
|} | |} | ||
<references/> | <references/> | ||
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=== Ideology === | === Ideology === | ||
[[Ideoligion]]s{{IdeologyIcon}} can have an optional [[Ideoligion#Growth vats|Growth Vats precept]] with two options: | [[Ideoligion]]s{{IdeologyIcon}} can have an optional [[Ideoligion#Growth vats|Growth Vats precept]] with two options: | ||
− | * "Growth vats: Essential" boosts grow vat speed by +30% (children grow 26x faster) if the child has the ideoligion | + | * "Growth vats: Essential" boosts grow vat speed by +30% (children grow 26x faster) ''if the child has the ideoligion'' - babies and embryos are not boosted. It negates the parent mood penalty, instead giving parents {{+|2}} mood for their own child in a vat.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}} When [[expectations]] are moderate or higher, it gives parents a {{--|2}} ''Child not in growth vat'' mood for their child not being in a vat (stacking up to 3 times), pregnant pawns gain a {{--|5}} ''Natural pregnancy'' mood when pregnant, and all colonists gain a {{--|3}} ''No growth vats'' moodlet if the colony has no growth vats.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}} |
* "Growth vats: Prohibited" gives negative mood for growth vats in your colony, and when any embryo or child is in a growth vat. The ''My child is in a growth vat'' increases to {{--|8}} (stacking 3 times, nullified by the [[psychopath]] trait), and gives a {{+|1}} ''Child not in growth vat'' mood for their child not being in a vat (stacking 3 times). All colonists gain a {{--|3}} ''Growth vat'' moodlet if the colony has a growth vat. | * "Growth vats: Prohibited" gives negative mood for growth vats in your colony, and when any embryo or child is in a growth vat. The ''My child is in a growth vat'' increases to {{--|8}} (stacking 3 times, nullified by the [[psychopath]] trait), and gives a {{+|1}} ''Child not in growth vat'' mood for their child not being in a vat (stacking 3 times). All colonists gain a {{--|3}} ''Growth vat'' moodlet if the colony has a growth vat. | ||
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== Analysis == | == Analysis == | ||
+ | {{stub|section=1|reason=Ideology precepts. General analysis/usage note}} | ||
If the [[Children#Learning|Learning]] need is nonexistent, then growth vats will not negatively impact a pawn's development: | If the [[Children#Learning|Learning]] need is nonexistent, then growth vats will not negatively impact a pawn's development: | ||
* Babies (0-3) can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby, and they even train an age-3 valid skill (Shooting, Melee, Social). | * Babies (0-3) can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby, and they even train an age-3 valid skill (Shooting, Melee, Social). | ||
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* If a child (3-13) is at growth tier 8, then no more growth points can be obtained, though children can learn from Work Watching or Lessons. Either way, the benefits are minor: these children will be a few days from growing up naturally. | * If a child (3-13) is at growth tier 8, then no more growth points can be obtained, though children can learn from Work Watching or Lessons. Either way, the benefits are minor: these children will be a few days from growing up naturally. | ||
* Aging a teen (13-17) to 18 has no ill effect, and removes the [[body size]] and work penalties from being underaged. This costs up to 15 days of an almost-adult's time. | * Aging a teen (13-17) to 18 has no ill effect, and removes the [[body size]] and work penalties from being underaged. This costs up to 15 days of an almost-adult's time. | ||
− | In these cases, vats exchange time for the cost of nutrition and power. Each vat doesn't consume much power, while nutrition can usually be solved by simply growing more food. For reference, | + | In these cases, vats exchange time for the cost of nutrition and power. Each vat doesn't consume much power, while nutrition can usually be solved by simply growing more food. For reference, an embryo is roughly equal to 4 colonists worth of food, consuming 60 [[simple meal]]s over the 9 days. Growing a child is equal to 2 colonists. |
− | On the other hand, | + | On the other hand, fully vatgrown ''baseliners'' end up being fairly weak pawns. A vatgrown child will end up with 0 passions, very weak skills, and 3 random [[trait]]s - a [[Events#Wanderer_joins|wanderer]] or just about any [[prisoner]] recruit is likely to just be ''better'', without consuming nearly as much nutrition. Regardless, vats will ignore the game's natural population curve, and will always be able to fight, haul, and clean competently. Of these, hauling and cleaning can be accomplished with [[lifter]]s and [[cleansweeper]]s, both which are cheap and very early on the [[mechanitor]] progression path. |
− | + | ===Nutrition=== | |
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− | === Nutrition === | ||
While [[raw food]] can be put into the dispenser, virtually any means of cooking a meal gives more [[nutrition]] per food item. The absolute best way to prepare food is the [[nutrient paste meal]], which triples nutrition. However, colonists won't automatically dispense nutrient paste for a growth vat; they will only haul meals on the floor to it. See [[Nutrient paste dispenser#Manually producing meals|Nutrient paste#Manually producing meals]] for how you can stockpile nutrient paste. | While [[raw food]] can be put into the dispenser, virtually any means of cooking a meal gives more [[nutrition]] per food item. The absolute best way to prepare food is the [[nutrient paste meal]], which triples nutrition. However, colonists won't automatically dispense nutrient paste for a growth vat; they will only haul meals on the floor to it. See [[Nutrient paste dispenser#Manually producing meals|Nutrient paste#Manually producing meals]] for how you can stockpile nutrient paste. | ||
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There are no penalties to anyone for using [[insect meat]], already-butchered [[human meat]], or other usually undesirable food items in a vat. | There are no penalties to anyone for using [[insect meat]], already-butchered [[human meat]], or other usually undesirable food items in a vat. | ||
− | === Organ harvesting === | + | ===Organ harvesting=== |
{{Main|Human resources}} | {{Main|Human resources}} | ||
Children can be organ harvested as soon as they are 3 years old. | Children can be organ harvested as soon as they are 3 years old. | ||
+ | *It takes a total of 90 [[simple meal]]s or 1620 [[baby food]] to grow an embryo (54 [[nutrition]] to grow an embryo, 27 nutrition to grow a newborn to 3). Depending on preparation method, this costs 900 (meals) or 810 (baby food) items of virtually any [[raw food]]. 810 corn is worth {{Icon Small|silver||{{#expr: 810 * {{Q|Corn|Market Value Base}}}}}}, plus preperation time. [[Human meat]] is cheaper. | ||
+ | *You can harvest 1 [[kidney]] ({{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}), 1 [[lung]] ({{Icon Small|silver||{{Q|Lung|Market Value Base}}}}), and ''either'' a [[heart]] or a [[liver]] ( {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}), for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Heart|Market Value Base}}}}}}. | ||
+ | **If you can create [[prosthetic heart]]s, you can spend a prosthetic heart ({{Q|Prosthetic heart|Market Value Base}}) to get both a heart and a liver, for a net total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Liver|Market Value Base}} + {{Q|Heart|Market Value Base}} - {{Q|Prosthetic heart|Market Value Base}}}}}}. | ||
− | + | Therefore, each vat-child nets a profit of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Heart|Market Value Base}} - (810 * {{Q|Corn|Market Value Base}}) }}}} in organs by using corn, before [[Trade Price Improvement]] and [[difficulty]]. However, vatgrowing organs has 2 downsides: | |
− | + | #Children have lower HP. If an operation fails, then even a "minor" failure is likely to outright kill. | |
− | + | #Children will be related to ''somebody'' in the colony. If the parents are not a [[psychopath]], then their mood will be greatly hit. | |
− | + | :*This does not account for the usual organ harvest penalties. | |
− | Therefore, each vat-child nets a profit of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base | + | Basically, an organ harvesting operation using a Cannibalism: Acceptable and Organ Use: Acceptable [[ideoligion]]{{IdeologyIcon}}, with a prisoner/psychopath mother and psychopath father (male prisoners cannot fertilize [[embryo]]s) is highly profitable, and comes with no mood downsides. You can give the child [[EMP grenade]]s and make them "guilty", removing the moodlet for colonist death. All that's needed is a good doctor, some medicine, and preferably a [[hospital bed]]. Without a pro-organ ideoligion, mood impacts start to matter more, but... it can still be profitable. |
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− | # Children have lower HP. If an operation fails, then even a "minor" failure is likely to outright kill. | ||
− | # Children will be related to ''somebody'' in the colony. If the parents are not a [[psychopath]], then their mood will be greatly hit. | ||
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− | Basically, an organ harvesting operation using a Cannibalism: Acceptable and Organ Use: Acceptable [[ideoligion]]{{IdeologyIcon}}, with a psychopath | ||
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− | + | Of course, creating a proper organ farm should be compared to the money you'd get from a "normal" HR setup. At a certain point, selling [[human leather]] and [[raider]] organs should be enough money to buy anything you'd need. | |
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− | + | ==Version History== | |
− | [[ | + | *[[Biotech DLC]] Release - Introduced. |