Difference between revisions of "Mind-numb serum"
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{{Infobox main|drug | {{Infobox main|drug | ||
| description = A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations. | | description = A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations. | ||
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| defName = MindNumbSerum | | defName = MindNumbSerum | ||
| food preference = NeverForFood | | food preference = NeverForFood | ||
− | | drug category = | + | | drug category = Medical |
| is pleasure drug = | | is pleasure drug = | ||
| preferability = NeverForNutrition | | preferability = NeverForNutrition | ||
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== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
+ | |||
+ | It can also occasionally be bought from traders. {{Check Tag|Detail Needed|Which Types?}} | ||
+ | |||
+ | == Summary == | ||
+ | {{Stub|section=1|reason=Mechanical detail, inc overrideMoodBase}} | ||
+ | {{Quote|text="This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired."}} | ||
− | + | When used, the mind-numb serum causes {{--|5%}} [[consciousness]] and disables all [[thoughts]] for 2 days. Disables all [[mental breaks]] and [[mental inspirations]]. | |
− | When used, the mind-numb serum causes -5% [[consciousness]] and disables all [[thoughts]] for 2 days. | ||
== Analysis == | == Analysis == | ||
− | Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. | + | Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it, or your mainline pawns functional, productive, and combat capable when the colony is spiraling. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the [[pyrophobia]] gene,{{BiotechIcon}} so have your [[sanguophage]]s{{BiotechIcon}} dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as [[mechanoids]] or [[Savage impid tribe|Impids]].{{BiotechIcon}} |
+ | |||
+ | Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary takes up offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets your run your pawns a lot closer to redline even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management have such as recreation have much longer spool up times, having the serums on hand like this lets you run the pawn's moon down far further than you would safely be able to do otherwise, but if the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in that safe period after the threat. | ||
== Version history == | == Version history == |
Latest revision as of 22:41, 30 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Mind-numb serum
A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.
Base Stats
- Tech Level
- Industrial
- Stack Limit
- 10
- Mass
- 0.5 kg
- HP
- 60
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Maximum To Ingest
- 1
- Ingestion Time
- 100 ticks (1.67 secs)
Creation
- Required Research
- Mind-numb serum
- Skill Required
- Crafting 3
- Work To Make
- 1,320 ticks (22 secs)
- Work Speed Stat
- Drug Synthesis Speed
- defName
- MindNumbSerum
- thingSetMakerTags
- RewardStandardLowFreq
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood
- Drug Category
- Medical
The mind-numb serum is an item added by the Anomaly DLC
Acquisition[edit]
Mind-numb serums can be crafted at a serum lab once the mind-numb serum research project has been completed. Note that this research requires dark study to unlock. Each requires 2 Neutroamine, 30 Bioferrite, 1,320 ticks (22 secs) of work modified by the drug synthesis speed of the crafter, and a crafting skill of 3.
It can also occasionally be bought from traders. [Detail Needed]
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Mechanical detail, inc overrideMoodBase. |
"This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired."
When used, the mind-numb serum causes −5% consciousness and disables all thoughts for 2 days. Disables all mental breaks and mental inspirations.
Analysis[edit]
Mind-numb serums are best used to keep critical pawns like doctors and psycasters from mental breaking when you can least afford it, or your mainline pawns functional, productive, and combat capable when the colony is spiraling. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the pyrophobia gene, so have your sanguophages dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as mechanoids or Impids.
Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary takes up offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets your run your pawns a lot closer to redline even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management have such as recreation have much longer spool up times, having the serums on hand like this lets you run the pawn's moon down far further than you would safely be able to do otherwise, but if the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in that safe period after the threat.
Version history[edit]
- Anomaly DLC Release - Added.