Difference between revisions of "Serum lab"
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| name = Serum lab | | name = Serum lab | ||
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== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
− | + | {{Stub|section=1|reason=General}} | |
+ | Upon researching the serum lab, you start with the [[Voidsight serum]] unlocked, but other serums require additional research. | ||
+ | |||
+ | {{Cleanliness Note}} | ||
=== Bills === | === Bills === | ||
− | The following items can be crafted at the | + | The following items can be crafted at the serum lab. |
{{Recipe List}} | {{Recipe List}} | ||
== Analysis == | == Analysis == | ||
− | + | Build the serum lab when you need to craft any of its serum. [[Voidsight serum]] provides a boost for your dark researchers and psycasters. [[Mind-numb serum]] can save a colonist from mental breaks in critical situations. [[Metalblood serum|Metalblood]] and [[juggernaut serum|juggernaut]] serum provide powerful boosts for your pawns in combat | |
== Version history == | == Version history == |
Latest revision as of 02:01, 22 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Serum lab
A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites.
Base Stats
- Type
- Building – Anomaly (Buildings)
- Mass
- 20 kg
- HP
- 180
- Flammability
- 75%
Building
- Size
- 2 × 2
- Placeable
- True
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Power
- -375 W
- Cleanliness
- -2
- Facility
- Tool cabinet
Creation
- Required Research
- Serum synthesis
- Work To Make
- 3,000 ticks (50 secs)
- thingCategories
- BuildingsProduction
The serum lab is a production building added by the Anomaly DLC that allows for the creation of serums.
Acquisition[edit]
Serum labs can be constructed once the serum synthesis research project has been completed. Note that this research requires dark study to unlock. Each requires 1 Shard, 2 Components, 80 Bioferrite, 100 Steel and 3,000 ticks (50 secs) of work modified by the construction speed of the builder.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. |
Upon researching the serum lab, you start with the Voidsight serum unlocked, but other serums require additional research.
Each serum lab is considered dirty with a Cleanliness of −2, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.
Bills[edit]
The following items can be crafted at the serum lab.
Name | Materials | Work to Make | Required Research | Type |
---|---|---|---|---|
Ghoul resurrection serum | 20 + 20 | ticks (14 secs) | 840Ghoul resurrection | Drug - Serum |
Juggernaut serum | 20 + 10 | ticks (18 secs) | 1,080Juggernaut serum | Drug - Serum |
Metalblood serum | 10 + 20 | ticks (18 secs) | 1,080Metalblood serum | Drug - Serum |
Mind-numb serum | 2 + 30 | ticks (22 secs) | 1,320Mind-numb serum | Drug - Serum |
Voidsight serum | 2 + 10 | ticks (12 secs) | 720Serum synthesis | Drug - Serum |
Analysis[edit]
Build the serum lab when you need to craft any of its serum. Voidsight serum provides a boost for your dark researchers and psycasters. Mind-numb serum can save a colonist from mental breaks in critical situations. Metalblood and juggernaut serum provide powerful boosts for your pawns in combat
Version history[edit]
- Anomaly DLC Release - Added