Difference between revisions of "Coagulator"
(25 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | {{Royalty}} | + | {{Royalty}}{{infobox main| |
− | {{ | + | | name = Coagulator |
− | | image = Health item bionic | + | | image = Health item bionic.png|Coagulator |
− | | | + | | type = Medical Items |
− | | | + | | type2 = Body Parts |
− | | description = Releases coagulating factors in response to blood loss, reducing bleeding rates significantly | + | | tech level = Spacer |
− | | | + | | description = Releases coagulating factors in response to blood loss, reducing bleeding rates significantly |
− | | | + | | production facility 1 = Fabrication bench |
− | | | + | | research = Healing factors |
− | | | + | | work to make = 26000 |
− | | | + | | skill 1 = Crafting |
− | | | + | | skill 1 level = 8 |
− | | | + | | resource 1 = plasteel |
− | | | + | | resource 1 amount = 15 |
− | | | + | | resource 2 = advanced component |
− | | | + | | resource 2 amount = 4 |
− | | flammability | + | | mass base = 4 |
− | | | + | | hp = 50 |
− | | | + | | flammability = 1.0 |
− | | | + | | marketvalue = 830 |
+ | | thingSetMakerTags = RewardStandardLowFreq | ||
+ | | tradeTags = Bionic, ImplantEmpireCommon | ||
+ | | techHediffsTags = Advanced, ImplantEmpireCommon | ||
}} | }} | ||
− | The '''Coagulator''' gives a pawn that's been implanted with it a reduction of bleeding rate by 50%. Note that it doesn't stop bleeding entirely, and colonists still need to be treated if they don't want to bleed out eventually. | + | The '''Coagulator''' gives a pawn that's been implanted with it a reduction of bleeding rate by {{Good|50%}}. Note that it doesn't stop bleeding entirely, and colonists still need to be treated if they don't want to bleed out eventually. |
− | ==Acquisition== | + | == Acquisition == |
− | + | {{Acquisition}} | |
− | + | == Summary == | |
+ | {{stub|section=1|reason= Needs mechanical detail on effect, where its implanted and generally bring it up to standard}} | ||
+ | <Summary stuff goes here> | ||
+ | |||
+ | === Installation === | ||
+ | Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
+ | |||
+ | Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
+ | |||
+ | If the operation fails, the part will be destroyed. | ||
+ | |||
+ | ==Analysis== | ||
+ | The Coagulator is useful in reducing the time left for bleeding out pawns. Best installed in easily injured pawns such as melee fighters. | ||
+ | |||
+ | === Bionics === | ||
+ | Limb replacement bionics somewhat overlap with coagulators, as bionic limbs do not bleed, thus reducing the overall rate of bleeding. However even a fully bionic pawn will typically eventually bleed out when knocked down by endgame weapons, so bionics are far from making the coagulator useless. | ||
+ | |||
+ | === Compared to Armor === | ||
+ | Armor, on the other hand, is in much more direct competition with the coagulator. For a similar cost you could craft [[recon armor|recon]] or [[marine armor]] instead of a coagulator. | ||
+ | |||
+ | Armor reduces the damage taken, which has many benefits over the coagulator. Pawns will stay fighting for longer, improving your chances of winning, and they heal from fights faster. They will be less likely to have body parts destroyed, especially the brain, heart, and liver, which will instantly kill the pawn without blood loss. Armor also converts sharp damage to blunt, resulting in less bleeding. | ||
+ | |||
+ | The coagulator should definitely not be prioritized over any type of armor, but can be used along with it, especially on melee pawns who are most at risk of bleeding out. | ||
+ | |||
+ | === Compared to Genes{{BiotechIcon}} === | ||
+ | There is no gene that reduces bleed rate, but two other genes are of note here, [[Genes#Superclotting|Superclotting]] and [[Genes#Coagulate|Coagulate]]: | ||
+ | |||
+ | * Superclotting causes all bleeding injuries to be tended nearly instantly, making the pawn essentially immune to blood loss, and the coagulator redundant. It is also a relatively cheap gene, having {{--|1}} metabolism cost and {{bad|1}} complexity. If available, superclotting is almost always superior to a coagulator, and there is no reason to have both. | ||
+ | |||
+ | * The Coagulate ability is a [[hemogenic]] ability typically found in [[Sanguophages]], and allows the user to quickly tend all the wounds of a pawn for a hemogen cost. This has the advantage that only one hemogenic pawn can tend any life threatening bleeding for the whole colony, however the coagulate pawn must reach the injured pawn in time, and must have an adequate store of hemogen. If many pawns are bleeding out at once, or the coagulate pawn is somehow unavailable, this method may be less effective. | ||
+ | |||
+ | Overall, both genes are superior to coagulators, but both are hard to access. Sanguophages are somewhat rare, and superclotting is not part of any default xenotypes, so the gene must be bought from traders. | ||
+ | |||
+ | === Prioritization === | ||
+ | Due to its cost of advanced components and plasteel, the coagulator competes for resources with several late game craftables: Armor, Bionic limbs, Implants, and [[Mechanoids]]{{BiotechIcon}}. | ||
+ | |||
+ | As discussed above, armor is nearly always more useful at protecting your pawns than a coagulator. Combat mechanoids are too, simply because they will take damage for your pawns and finish raids faster. Bionic limbs do not offer your pawns as much safety in combat as the coagulator, but their benefits to almost all work types makes them more important in most situations. | ||
+ | |||
+ | In comparison to other implants, the coagulator fares much better; only a couple of implants are on a similar level of utility to it, such as the [[learning assistant]]. Whether the learning factor boost is more worthwhile than combat survivability will depend on many factors in your colony, but nonetheless the coagulator should be one of the first implants you craft. | ||
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
− | [[Category: | + | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] |
− | [[Category: | ||
− | [[Category: |
Latest revision as of 21:39, 25 September 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Coagulator
Releases coagulating factors in response to blood loss, reducing bleeding rates significantly
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Healing factors
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- Advanced, ImplantEmpireCommon
- tradeTags
- Bionic, ImplantEmpireCommon
The Coagulator gives a pawn that's been implanted with it a reduction of bleeding rate by 50%. Note that it doesn't stop bleeding entirely, and colonists still need to be treated if they don't want to bleed out eventually.
Acquisition[edit]
Coagulators can be crafted at a fabrication bench once the healing factors research project has been completed. Note that this research requires a techprint. Each requires 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs mechanical detail on effect, where its implanted and generally bring it up to standard. |
<Summary stuff goes here>
Installation[edit]
Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
Analysis[edit]
The Coagulator is useful in reducing the time left for bleeding out pawns. Best installed in easily injured pawns such as melee fighters.
Bionics[edit]
Limb replacement bionics somewhat overlap with coagulators, as bionic limbs do not bleed, thus reducing the overall rate of bleeding. However even a fully bionic pawn will typically eventually bleed out when knocked down by endgame weapons, so bionics are far from making the coagulator useless.
Compared to Armor[edit]
Armor, on the other hand, is in much more direct competition with the coagulator. For a similar cost you could craft recon or marine armor instead of a coagulator.
Armor reduces the damage taken, which has many benefits over the coagulator. Pawns will stay fighting for longer, improving your chances of winning, and they heal from fights faster. They will be less likely to have body parts destroyed, especially the brain, heart, and liver, which will instantly kill the pawn without blood loss. Armor also converts sharp damage to blunt, resulting in less bleeding.
The coagulator should definitely not be prioritized over any type of armor, but can be used along with it, especially on melee pawns who are most at risk of bleeding out.
Compared to Genes[edit]
There is no gene that reduces bleed rate, but two other genes are of note here, Superclotting and Coagulate:
- Superclotting causes all bleeding injuries to be tended nearly instantly, making the pawn essentially immune to blood loss, and the coagulator redundant. It is also a relatively cheap gene, having −1 metabolism cost and 1 complexity. If available, superclotting is almost always superior to a coagulator, and there is no reason to have both.
- The Coagulate ability is a hemogenic ability typically found in Sanguophages, and allows the user to quickly tend all the wounds of a pawn for a hemogen cost. This has the advantage that only one hemogenic pawn can tend any life threatening bleeding for the whole colony, however the coagulate pawn must reach the injured pawn in time, and must have an adequate store of hemogen. If many pawns are bleeding out at once, or the coagulate pawn is somehow unavailable, this method may be less effective.
Overall, both genes are superior to coagulators, but both are hard to access. Sanguophages are somewhat rare, and superclotting is not part of any default xenotypes, so the gene must be bought from traders.
Prioritization[edit]
Due to its cost of advanced components and plasteel, the coagulator competes for resources with several late game craftables: Armor, Bionic limbs, Implants, and Mechanoids.
As discussed above, armor is nearly always more useful at protecting your pawns than a coagulator. Combat mechanoids are too, simply because they will take damage for your pawns and finish raids faster. Bionic limbs do not offer your pawns as much safety in combat as the coagulator, but their benefits to almost all work types makes them more important in most situations.
In comparison to other implants, the coagulator fares much better; only a couple of implants are on a similar level of utility to it, such as the learning assistant. Whether the learning factor boost is more worthwhile than combat survivability will depend on many factors in your colony, but nonetheless the coagulator should be one of the first implants you craft.