Difference between revisions of "Drug lab"

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(See also)
(Rollback to humorous version, and toned down the humor a teeny bit, to make it more informative. Try to improve articles instead of just moving/copying them to another page, please!)
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A drug lab is used to make [[Drugs]] and [[Medicine]] from ingredients like [[psychoid leaves]] and [[herbal medicine]].
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A drug lab is a work table that is utilized by your [[Colonist|colonists]] in order to produce [[Drugs|malicious substances]] as well as [[Medicine|medicine]] from organic ingredients such as [[Psychoid leaves|psychoid leaves]] and [[Herbal Medicine|herbal medicine]].  
  
While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs.
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In order for this mastermind structure to be erected, your
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<strike>cartel</strike>
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colony must first invest a total of 500 [[Research|research]] points (or 1500 if you're rocking a tribe) into [[Research#DrugProduction|drug production]] so that your colony will have enough knowledge to construct this work of the devil. Once you have a drug facility up and running, you will be one step closer to mass-producing [[Flake|flake]] so that your colony's economy will flourish, and therefore thrive. Despite requiring a considerable amount of [[Component|components]] to construct, drug labs don't passively drain or consume electricity.
  
Craftable items are:
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===Wait, how do I make Smokeleaf here?===
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Unfortunately: you can't. It's unfortunately impossible to roll a big, fat [[Smokeleaf joint|blunt]] at your local anarchist's table; smokeleaf joints have to be produced at lowly '[[Crafting spot|crafting spot]]'.
  
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===Drug Lab Usage===
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While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs. You'll need [[Neutroamine|neutroamine]] (sold by [[traders]]) to craft things like medicine.
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===Items crafted here===
 
* [[Medicine]]
 
* [[Medicine]]
  
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| style="text-align:left;" | Uranium || 75 {{Icon Small|steel}} || 1000 {{Icon Small|uranium}} || 300 || 0 || 0
 
| style="text-align:left;" | Uranium || 75 {{Icon Small|steel}} || 1000 {{Icon Small|uranium}} || 300 || 0 || 0
 
|}
 
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==Humor==
 
{{see also|Drug lab(humor)}}
 

Revision as of 18:26, 13 December 2016

Drug lab

A work bench equipped with various containers, heaters, and measurement equipment for producing a variety of drugs.

Base Stats

Type
Production
HP
120

Building

Size
1
Placeable
Y
Power
0 W

A drug lab is a work table that is utilized by your colonists in order to produce malicious substances as well as medicine from organic ingredients such as psychoid leaves and herbal medicine.

In order for this mastermind structure to be erected, your cartel colony must first invest a total of 500 research points (or 1500 if you're rocking a tribe) into drug production so that your colony will have enough knowledge to construct this work of the devil. Once you have a drug facility up and running, you will be one step closer to mass-producing flake so that your colony's economy will flourish, and therefore thrive. Despite requiring a considerable amount of components to construct, drug labs don't passively drain or consume electricity.

Wait, how do I make Smokeleaf here?

Unfortunately: you can't. It's unfortunately impossible to roll a big, fat blunt at your local anarchist's table; smokeleaf joints have to be produced at lowly 'crafting spot'.

Drug Lab Usage

While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs. You'll need neutroamine (sold by traders) to craft things like medicine.

Items crafted here


A drug lab can be made out of various materials.

Material Steel Cost Cost Hit Points Flammability (%) Beauty
Steel 125 Steel - 120 20 0
Plasteel 75 Steel 50 Plasteel 335 10 0
Wood 75 Steel 50 Wood 48 100 0
Gold 75 Steel 1000 Gold 72 20 0
Silver 75 Steel 1000 Silver 84 20 0
Uranium 75 Steel 1000 Uranium 300 0 0