Difference between revisions of "Drug lab"
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==Summary== | ==Summary== | ||
− | [[Colonist]]s that are incapable of | + | [[Colonist]]s that are incapable of [[Intellectual]] work can't be assigned to tasks in a Drug lab, even to make drugs that use the [[Drug Cooking Speed]] (i.e. Cooking skill) to manufacture. Colonists must also be assigned to the [[Menu#Craft|Craft]] work type to use the lab. |
− | type to use the lab. | ||
The following items can be crafted at the {{LC:{{PAGENAME}}}}. | The following items can be crafted at the {{LC:{{PAGENAME}}}}. |
Revision as of 17:23, 9 March 2022
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Drug lab
A work bench equipped with containers, heaters, and measurement devices for producing various drugs.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 120
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Facility
- Tool cabinet
Creation
- Required Research
- Drug production
- Skill Required
- Construction 4
- Work To Make
- 3,500 ticks (58.33 secs)
- Stuff Tags
- Metallic, Woody
The drug lab is a production building that allows the crafting of medicine and a number of drugs.
Acquisition
Drug labs can be constructed once the Drug production research project has been completed. They require 50 Stuff (Metallic/Woody, 500 for SMVs), 75 Steel, 6 Components, 3,500 ticks (58.33 secs) of work, and a Construction of 4.
Despite the Intellectual skill being the primary factor in using a lab, the building of one does not rely on it.
Summary
Colonists that are incapable of Intellectual work can't be assigned to tasks in a Drug lab, even to make drugs that use the Drug Cooking Speed (i.e. Cooking skill) to manufacture. Colonists must also be assigned to the Craft work type to use the lab.
The following items can be crafted at the drug lab.
Analysis
The ability to craft industrial medicine can be very useful, but while two of the ingredients (herbal medicine and 3 cloth) can be simply grown, neutroamine must be traded for. Overall it is cheaper to craft it, coming in at a third of the base price of the product, but requires plant material.
Aside from medicinal purposes, it can also be a very large source of income. Growing psychoid leaves and mass-producing Yayo or Flake can be hugely profitable.
While most drugs require the lab to manufacture them, smokeleaf joints can be make at a crafting spot, however this takes twice as long due to the spot's workspeed penalty.
Stats table
Drug lab | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (2.43 mins) | 8,750240 | 75% | 405 |
Gold | 20 | ticks (52.5 secs) | 3,15072 | 40% | 5,345 |
Plasteel | 0 | ticks (2.14 mins) | 7,700336 | 0% | 810 |
Silver | 6 | ticks (58.33 secs) | 3,50084 | 40% | 845 |
Steel | 0 | ticks (58.33 secs) | 3,500120 | 40% | 440 |
Uranium | 0 | ticks (1.85 mins) | 6,650300 | 0% | 660 |
Wood | 0 | ticks (40.83 secs) | 2,45078 | 100% | 405 |