Difference between revisions of "Deathrest capacity serum"
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{{Biotech}} | {{Biotech}} | ||
− | {{ | + | {{Infobox main|exotic |
| name = Deathrest capacity serum | | name = Deathrest capacity serum | ||
| image = DeathrestCapacitySerum.png | | image = DeathrestCapacitySerum.png | ||
− | | type = | + | | type = Exotic item |
| type2 = | | type2 = | ||
| tech level = | | tech level = | ||
− | | description = A serum that permanently increases the number of deathrest buildings a person can connect to during deathrest.<br>The serum can only be ingested by individuals with the deathrest gene. | + | | description = A serum that permanently increases the number of deathrest buildings a person can connect to during deathrest.<br/>The serum can only be ingested by individuals with the deathrest gene. |
| mass base = 0.50 | | mass base = 0.50 | ||
| pathCost = 14 | | pathCost = 14 | ||
Line 14: | Line 14: | ||
| beauty = -4 | | beauty = -4 | ||
| flammability = 0.7 | | flammability = 0.7 | ||
− | | marketvalue | + | | marketvalue = 1000 |
| thingCategories = ItemsMisc | | thingCategories = ItemsMisc | ||
| thingSetMakerTags = RewardStandardHighFreq | | thingSetMakerTags = RewardStandardHighFreq | ||
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== Acquisition == | == Acquisition == | ||
− | + | Deathrest capacity serums can be obtained via [[trading]] with [[trade ship]]s, [[Outlander]] [[faction base]]s, and through [[quest]] rewards. | |
− | |||
== Summary == | == Summary == | ||
− | + | {{Stub|section=1|reason=1) See [[skilltrainer]] for use instruction example 2) What happens when a pawn uses a serum, loses the deathrest gene, and gets the deathrest gene again? 3) is there a stat that controls building cap?}} | |
+ | These serums can only be ingested by pawns with the [[Genes#Deathrest|Deathrest gene]], consuming the item. | ||
+ | |||
+ | Upon consumption, they increase the [[deathrest building]] capacity of the pawn by 1 per serum. This allows the pawn to connect to more buildings at once, such as [[hemopump]]s and [[deathrest accelerator]]s. | ||
== Analysis == | == Analysis == | ||
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If the deathresters and their time are equally important, then simply applying serums in turn can work. If they are not equally important, then several break points exist after this where there are diminishing returns for prioritizing one pawn over another. | If the deathresters and their time are equally important, then simply applying serums in turn can work. If they are not equally important, then several break points exist after this where there are diminishing returns for prioritizing one pawn over another. | ||
+ | # Get everyone to 2 (1 serum) to use 2 [[Deathrest accelerator]]s. | ||
+ | # Get a non-[[psycast]]er{{RoyaltyIcon}} to 6 (5 serums) to use 2 Deathrest accelerators and 4 [[glucosoid pump]]s. | ||
+ | # Get a psycaster to 10 (9 serums) to use 2 Deathrest accelerators, 4 glucosoid pumps, 4 [[psychofluid pump]]s. | ||
− | The | + | The most important buildings to install are [[deathrest accelerator]]s (max 2) and [[glucosoid pump]]s (max 4). These buildings can help virtually any deathrester, though to varying extents. |
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+ | If the important pawn is not a [[psycast]]er,{{RoyaltyIcon}} then [[psychofluid pump]]s are more likely to be a detriment and so can be ignored. [[Hemopump]]s and [[hemogen amplifier]]s are the least impactful buildings. Hemogen storage capacity rarely matters, unless you need to use 80+ hemogen in a single combat scenario. Hemogen gain per feeding can be compensated by having more colonists, prisoners, or [[slaves]]{{IdeologyIcon}} (and the extra [[food]] to feed them). Using either would be a poor return when another deathrester could get access to the more impactful facilities, but becomes more reasonable once all deathresters in a colony to the more impactful options. | ||
== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. |
Latest revision as of 06:05, 20 November 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Deathrest capacity serum
A serum that permanently increases the number of deathrest buildings a person can connect to during deathrest.
The serum can only be ingested by individuals with the deathrest gene.
Base Stats
- Type
- Exotic item
- Stack Limit
- 10
- Mass
- 0.50 kg
- Beauty
- -4
- HP
- 60
- Flammability
- 70%
- thingCategories
- ItemsMisc
- thingSetMakerTags
- RewardStandardHighFreq
The deathrest capacity serum gives a pawn that ingests it the ability to link to an additional deathrest facility.
Acquisition[edit]
Deathrest capacity serums can be obtained via trading with trade ships, Outlander faction bases, and through quest rewards.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) See skilltrainer for use instruction example 2) What happens when a pawn uses a serum, loses the deathrest gene, and gets the deathrest gene again? 3) is there a stat that controls building cap?. |
These serums can only be ingested by pawns with the Deathrest gene, consuming the item.
Upon consumption, they increase the deathrest building capacity of the pawn by 1 per serum. This allows the pawn to connect to more buildings at once, such as hemopumps and deathrest accelerators.
Analysis[edit]
Serums are modestly common from trade with most outlander faction bases averaging slightly less than one per restock,[Verify] but are moderately expensive. A colony with an active trade economy can collect enough serums to fully outfit a number of deathresters, but the process will be gradual and expensive. As such, if multiple deathresters are in a colony it pays to be strategic about how they are applied.
If the deathresters and their time are equally important, then simply applying serums in turn can work. If they are not equally important, then several break points exist after this where there are diminishing returns for prioritizing one pawn over another.
- Get everyone to 2 (1 serum) to use 2 Deathrest accelerators.
- Get a non-psycaster to 6 (5 serums) to use 2 Deathrest accelerators and 4 glucosoid pumps.
- Get a psycaster to 10 (9 serums) to use 2 Deathrest accelerators, 4 glucosoid pumps, 4 psychofluid pumps.
The most important buildings to install are deathrest accelerators (max 2) and glucosoid pumps (max 4). These buildings can help virtually any deathrester, though to varying extents.
If the important pawn is not a psycaster, then psychofluid pumps are more likely to be a detriment and so can be ignored. Hemopumps and hemogen amplifiers are the least impactful buildings. Hemogen storage capacity rarely matters, unless you need to use 80+ hemogen in a single combat scenario. Hemogen gain per feeding can be compensated by having more colonists, prisoners, or slaves (and the extra food to feed them). Using either would be a poor return when another deathrester could get access to the more impactful facilities, but becomes more reasonable once all deathresters in a colony to the more impactful options.
Version history[edit]
- Biotech DLC Release - Added.