Difference between revisions of "Healer mech serum"
(→Summary: Added Trauma Savant information) |
(→Summary: me when i waste a healer mech serum on a crumbling mind colonist cause they had cryptosleep sickness and somehow it counted as a tier 2 ailment like i'm not even kidding here why is it like that.) |
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| flammability = 0 | | flammability = 0 | ||
| stack limit = 10 | | stack limit = 10 | ||
− | | path cost = | + | | path cost = 14 |
<!-- Technical --> | <!-- Technical --> | ||
| defName = MechSerumHealer | | defName = MechSerumHealer | ||
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== Summary == | == Summary == | ||
− | {{Stub|section=1|reason= | + | {{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. | 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: | The serum will heal these conditions in the following order: | ||
− | # Missing limbs | + | # Missing limbs, hands, and feet (Not fingers/ toes) |
− | #* Legs | + | #* Legs |
− | # [[Toxic buildup]] | + | #* Shoulders/arms |
− | # [[Disease]]s, in order of severity | + | #* Spine |
− | # [[Frail]] | + | # Whole body ailments |
− | # [[Alzheimer's]] | + | #* [[Toxic buildup]] |
− | # [[Dementia]] | + | #* [[Disease]]s, in order of severity |
+ | #* [[Blood loss]] | ||
+ | #* [[Heatstroke]] | ||
+ | #* [[Hypothermia]] | ||
+ | #* [[Frail]] | ||
+ | #* [[Cryptosleep sickness]] | ||
+ | #* Sterilized | ||
+ | # Brain ailments | ||
+ | #* [[Resurrection psychosis]] | ||
+ | #* [[Trauma savant]] | ||
+ | #* [[Alzheimer's]] | ||
+ | #* [[Dementia]] | ||
+ | #* [[Crumbling mind]]{{AnomalyIcon}}, so long as it has not progressed to crumbled mind. | ||
# Scars on the brain | # Scars on the brain | ||
# Missing organs | # Missing organs | ||
− | #* [[Lung]]s | + | #* [[Lung]]s |
+ | #* [[Kidney]]s | ||
+ | #* Facial parts | ||
+ | #* Fingers/ toes | ||
+ | # Ailments in other parts | ||
+ | #* For example: [[Carcinoma]], [[Cataract]], [[Bad back]] | ||
# Drug [[addiction]] | # Drug [[addiction]] | ||
# Scars on other parts | # 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. | 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. | ||
Line 57: | Line 69: | ||
* Drug tolerances | * Drug tolerances | ||
* Anesthetic | * Anesthetic | ||
+ | * Fertility Procedures: Tubal Ligation, Implanted IUD, Vasectomy | ||
+ | * Crumbled mind {{AnomalyIcon}} | ||
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. | ||
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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. | 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 | + | 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. |
=== Uses === | === Uses === | ||
Line 86: | Line 100: | ||
* [[Version/1.2.2753|1.2.2753]] - Fix: Healer mech serum heals love | * [[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/1.3.3200|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}} | {{nav/questitems}} | ||
[[Category:Medical Item]] [[Category:Exotic Item]] | [[Category:Medical Item]] [[Category:Exotic Item]] |
Latest revision as of 03:39, 14 September 2024
Healer mech serum
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
- Type
- Exotic item
- Tech Level
- Ultra
- Stack Limit
- 10
- Mass
- 0.2 kg
- HP
- 80
- Deterioration Rate
- 2
- Flammability
- 0%
- Path Cost
- 14 (48%)
- defName
- MechSerumHealer
The healer mech serum is an item that can heal almost every health condition.
Acquisition[edit]
Healer mech serums cannot be crafted, nor can it be bought from traders. Instead they can only be found in ancient shrines 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[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. 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
- Diseases, in order of severity
- Blood loss
- Heatstroke
- Hypothermia
- Frail
- Cryptosleep sickness
- Sterilized
- Brain ailments
- Resurrection psychosis
- Trauma savant
- Alzheimer's
- Dementia
- Crumbling mind, so long as it has not progressed to crumbled mind.
- Scars on the brain
- Missing organs
- Ailments in other parts
- 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[edit]
Below are the conditions which the serum cannot treat:
- Luciferium need
- Drug tolerances
- Anesthetic
- Fertility Procedures: Tubal Ligation, Implanted IUD, Vasectomy
- Crumbled mind
To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.
Analysis[edit]
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.
Uses[edit]
- 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 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 or biosculpter pod, but both require their respective DLC installed.
Alternatives[edit]
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 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 pods. 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.
- Scarless gene. 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.
Healing method table
Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter pods may help, but each has its own unique list of what it can and cannot cure.
The full comparison table between healing methods is collapsed due to length. Expand to view.
- ^Both Heals both relevant organs if condition is present in both.
- ^One Heals only one organ, even if condition is present in both.
- ^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
- ^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.
- ^Note 1 This only heals the pawn it is applied to. The other pawn that gained duplicate sickness with this pawn must be separately healed.
- ^Note 2 This condition can only be cured before it reaches its final stage, "crumbled mind". Once it has, it becomes permanently incurable.
Version history[edit]
- 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.
- 1.2.2753 - Fix: Healer mech serum heals love
- 1.3.3200 - Restored the healing message displayed after using a healer mech serum.
- 1.4.3641 - Fix: Psychic suppression targeted by healer mech serum.
- 1.5.4062 - Fix: Gene loss shock is healed before scars and injuries when using healing serum.