Difference between revisions of "Luciferium"
m |
|||
(28 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
{{Infobox main|drug | {{Infobox main|drug | ||
| name = Luciferium | | name = Luciferium | ||
− | | image = Luciferium | + | | image = Luciferium b.png |
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.<br>After the first dose, there is no way to get the mechanites out, ever.<br>On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found. | | description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.<br>After the first dose, there is no way to get the mechanites out, ever.<br>On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found. | ||
<!-- Base Stats --> | <!-- Base Stats --> | ||
Line 14: | Line 14: | ||
| flammability = 1 | | flammability = 1 | ||
| rotatable = false | | rotatable = false | ||
− | | path cost = | + | | path cost = 14 |
<!-- Ingestion --> | <!-- Ingestion --> | ||
| addictiveness = 1 | | addictiveness = 1 | ||
Line 20: | Line 20: | ||
<!-- Technical --> | <!-- Technical --> | ||
| defName = Luciferium | | defName = Luciferium | ||
− | | drug category = | + | | drug category = Medical |
| food preference = NeverForFood | | food preference = NeverForFood | ||
| is pleasure drug = false | | is pleasure drug = false | ||
Line 41: | Line 41: | ||
| breathing offset = 0.1 | | breathing offset = 0.1 | ||
| consciousness offset = 0.1 | | consciousness offset = 0.1 | ||
− | | | + | | digestion offset = 0.2 |
| moving offset = 0.05 | | moving offset = 0.05 | ||
| pain factor = 0.8 | | pain factor = 0.8 | ||
| sight offset = 0.15 | | sight offset = 0.15 | ||
}} | }} | ||
− | '''Luciferium''' is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, [[Ailments#Chronic|chronic health conditions]], and helps fight disease, but will kill its user if not taken regularly. | + | '''Luciferium''' is a rare, powerful, expensive and dangerous [[drug]] that can heal permanent injuries, [[Ailments#Chronic|chronic health conditions]], and helps fight disease, but will kill its user if not taken regularly. |
+ | |||
+ | == Acquisition == | ||
+ | Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from pirate [[Raiders]]. | ||
== Summary == | == Summary == | ||
Line 53: | Line 56: | ||
* While withdrawing from the drug. | * While withdrawing from the drug. | ||
− | === | + | === Luciferium Addiction === |
− | * Improved [[blood filtration]] (+70%) | + | * Improved [[blood filtration]] ({{+|70%}}) |
− | * Improved [[ | + | * Improved [[digestion]] ({{+|20%}}) |
− | * Improved [[blood pumping]] (+15%) | + | * Improved [[blood pumping]] ({{+|15%}}) |
− | * Improved [[sight]] (+15%) | + | * Improved [[sight]] ({{+|15%}}) |
− | * Improved [[consciousness]] (+10%) | + | * Improved [[consciousness]] ({{+|10%}}) |
− | * Improved [[breathing]] (+10%) | + | * Improved [[breathing]] ({{+|10%}}) |
− | * Improved [[moving]] (+5%) | + | * Improved [[moving]] ({{+|5%}}) |
− | * Reduced [[pain]] (x80%) | + | * Reduced [[pain]] ({{Good|x80%}}) |
− | * 1 Scar/permanent injury removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) | + | * 1 Scar/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness){{Check Tag|Purely random?|Is that the selection of the injury/ailment random? If it is, note it explicitly. If its not, the order should be noted.}} |
+ | * If a pawn is not addicted: {{+|100%}} luciferium need | ||
+ | * If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]]) | ||
+ | Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium. | ||
− | + | Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%. | |
=== Withdrawal === | === Withdrawal === | ||
− | + | As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms: | |
− | * Intense [[pain]] (+40%) (-15 mood) | + | * Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait) |
− | * Impaired [[consciousness]] (80% | + | * Impaired [[consciousness]] ({{Bad|80% Max}}) |
− | * | + | * [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'') |
− | * Death ('' | + | * Death (''{{MTB}} of 10 days'') |
− | Death is caused by the brain being instantly destroyed, meaning that the [[Genes#Deathless|Deathless gene]]{{BiotechIcon}} does not protect | + | Death is caused by the brain being instantly destroyed, meaning that the [[Genes#Deathless|Deathless gene]]{{BiotechIcon}} does not protect against it. |
{{Heal Option Table}} | {{Heal Option Table}} | ||
== Analysis == | == Analysis == | ||
− | Luciferium is useful for treating permanent injuries and conditions | + | Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer [[healer mech serum]] or DLC-exclusive options such as the [[biosculpter pod]] {{IdeologyIcon}}, the Scarless [[gene]] ,{{BiotechIcon}} or the [[Unnatural healing]] ability.{{AnomalyIcon}} Some other ailments require long-term and potentially ineffective medicial treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases [[Immunity Gain Speed]], which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the [[#Healing method table|healing method table]] or the page of the ailment in question. |
− | In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the [[ship launch]] or the [[Royal Ascent]] quest {{RoyaltyIcon}}, | + | In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the [[ship launch]] or the [[Royal Ascent]] quest {{RoyaltyIcon}}. Once you've left the planet, addiction doesn't matter - at least for gameplay purposes. |
− | Lucifierium isn't ''too'' expensive. 10 doses of | + | Lucifierium isn't ''too'' expensive. 10 doses of luciferium costs a [[market value]] of {{icon small|silver||{{#expr:{{P|Market Value Base}}*10}}}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium can be tolerated even if you don't need its medical properties. |
Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits. | Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits. | ||
Line 88: | Line 94: | ||
=== Luciferium management === | === Luciferium management === | ||
− | Luciferium has to be taken every 6 | + | Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their [[drug policy|drug assignment]] to take one pill every 6 days does '''NOT''' work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn. |
+ | |||
+ | Instead, for all adult pawns that take luciferium, players should use the "take for addiction" setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, "take for addiction" can be used for safety, though note that it can waste a small amount of dosage. | ||
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable. | When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable. | ||
− | Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]] will suspend their | + | Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]] will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets. |
+ | |||
+ | === Raider farming === | ||
+ | It is possible to give prisoners luciferium to make them addicted, if the prisoner leaves the map title safely, they may reappear in future raids and bring two or three doses of luciferium with them. | ||
== Trivia == | == Trivia == | ||
− | Luciferium is considered to be in the [[Lore#Tech_levels|"Ultra" tech level]]. | + | * Luciferium is considered to be in the [[Lore#Tech_levels|"Ultra" tech level]]. |
− | + | * Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, "The Devil's Bargain," is a further hint to this; and, indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock. | |
− | |||
== Gallery == | == Gallery == |
Latest revision as of 22:41, 30 September 2024
Luciferium
A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.
After the first dose, there is no way to get the mechanites out, ever.
On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
Base Stats
- Type
- Drug – Medical Drug
- Tech Level
- Ultra
- Stack Limit
- 150
- Mass
- 0.01 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Addictiveness
- 100%
- Maximum To Ingest
- 1
- defName
- Luciferium
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood
- Drug Category
- Medical
- Is Pleasure Drug
- false
Luciferium is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, chronic health conditions, and helps fight disease, but will kill its user if not taken regularly.
Acquisition[edit]
Luciferium cannot be crafted, and must be either acquired through trade, as a quest reward, found in ancient shrines, or looted from pirate Raiders.
Summary[edit]
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:
- While addicted to the drug.
- While withdrawing from the drug.
Luciferium Addiction[edit]
- Improved blood filtration (+70%)
- Improved digestion (+20%)
- Improved blood pumping (+15%)
- Improved sight (+15%)
- Improved consciousness (+10%)
- Improved breathing (+10%)
- Improved moving (+5%)
- Reduced pain (×80%)
- 1 Scar/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to Alzheimer's, Asthma, Cataracts, Carcinoma, Dementia, Frail, Hearing Loss and Blindness)[Purely random?]
- If a pawn is not addicted: +100% luciferium need
- If a pawn is already addicted: +90% lucifierium need (scaled by body size)
Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying healer mech serum or resurrector mech serum. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.
Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.
Withdrawal[edit]
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:
- Intense pain (+40%) (−15 mood normally, +7 mood with the Ideoligion meme Pain: Idealized and +15 with Masochist trait)
- Impaired consciousness (80% Max)
- Berserk mental breaks (MTB of 0.4 days)
- Death (MTB of 10 days)
Death is caused by the brain being instantly destroyed, meaning that the Deathless gene does not protect against it.
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.
Analysis[edit]
Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer healer mech serum or DLC-exclusive options such as the biosculpter pod , the Scarless gene , or the Unnatural healing ability. Some other ailments require long-term and potentially ineffective medicial treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases Immunity Gain Speed, which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the healing method table or the page of the ailment in question.
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the ship launch or the Royal Ascent quest . Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.
Lucifierium isn't too expensive. 10 doses of luciferium costs a market value of 700 silver and can sustain a human for a year. If you can get a consistent source of trade and income, luciferium can be tolerated even if you don't need its medical properties. Keeping many colonists addicted is difficult, as faction bases and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits.
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
Luciferium management[edit]
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their drug assignment to take one pill every 6 days does NOT work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn.
Instead, for all adult pawns that take luciferium, players should use the "take for addiction" setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, "take for addiction" can be used for safety, though note that it can waste a small amount of dosage.
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having transport pods available to launch additional doses in an emergency is also advisable.
Putting a pawn into a cryptosleep casket or a biosculpter pod will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for ancient shrines, as they have ancient cryptosleep caskets.
Raider farming[edit]
It is possible to give prisoners luciferium to make them addicted, if the prisoner leaves the map title safely, they may reappear in future raids and bring two or three doses of luciferium with them.
Trivia[edit]
- Luciferium is considered to be in the "Ultra" tech level.
- Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, "The Devil's Bargain," is a further hint to this; and, indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.
Gallery[edit]
Version history[edit]
- 0.15.1279 - Added.
- 1.1.0 - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.
- 1.1.2610 - Reduced market value from 120 to 70.
- 1.4.3523 - Luciferium now causes death from brain destruction, meaning the deathless gene cannot stop it.