Difference between revisions of "Healer mech serum"

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{{rewrite|reason=Format standardization}}{{Infobox main|exotic
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{{Infobox main|exotic
 
| name = Healer mech serum
 
| name = Healer mech serum
 
| image = Healer mech serum.png|Healer mech serum
 
| image = Healer mech serum.png|Healer mech serum
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| quest item = true
 
| quest item = true
 
}}
 
}}
The '''healer mech serum''' is an item that can be awarded from quests.
+
The '''healer mech serum''' is an item that can heal almost every health condition.
 +
 
  
Pawns can be directed to use it, or it can be administered by medical procedure. When used, it instantly removes the most severe health problem on the pawn, with few exceptions. If there are no healable conditions, the serum will still be used up.
 
  
 
== Acquisition ==  
 
== Acquisition ==  
Healer mech serums cannot be crafted nor bought from [[trader]]s. Instead they can only be found in [[ancient shrine]]s or acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.
+
Healer mech serums cannot be crafted, nor can it be bought from [[trader]]s. Instead they can only be found in [[ancient shrine]]s or acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.
  
== Exceptions ==
+
==Summary==
 
+
{{Stub|section=1|reason=Not a full list of conditions - see FixWorstHealthCondition}}
Below are the conditions which the serum '''cannot''' treat:
+
Healer mech serums will heal a single health condition. It removes the most severe health problem, in a specific order. If there are no healable conditions, the serum will still be used up. Pawns can be directed to use a serum on themselves or others.
* Luciferium need
 
* Drug tolerances
 
* Anesthetic
 
 
 
To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.
 
 
 
Any other condition can be treated, including blood loss, malnutrition, heatstroke/hypothermia, diseases, toxic buildup, even other drug addictions – in many cases you do ''not'' want to treat these conditions with the serum, unless they would lead to certain death. Do not apply the serum unless absolutely certain it will heal the correct condition.
 
 
 
== Strategy ==
 
 
 
Many crippling conditions can only be cured by this item. It should thus be used wisely; most missing limbs and failed organs can be replaced with either artificial or harvested parts, while a demented brain can not. The serum should be saved for situations where all other treatments fail, are inadequate, or when the pawn would certainly die if untreated such as an infection or disease about to become fatal.
 
 
 
Do not expect to find more than a handful of these serums during a playthrough, if even that many.
 
 
 
* Great for colonists with brain damage, dementia and frailty as they can be quite crippling and there are only two other ways to heal these chronic ailments and both come with significant downsides. They are:
 
** Killing the pawn and then applying a [[Resurrector mech serum]], which is another very rare item that can cause adverse side-effects including permenant [[Resurrection psychosis|psychosis]] (which ironically, requires a healer mech serum to treat).
 
** [[Luciferium]], which will cause immediate hard dependence on the drug and which, while also providing a significant number of other stat buffs, is very costly in the long run and potentially fatal if supply is disrupted.
 
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]).
 
* Immediately end a colonist's [[Mental break#Catatonia|catatonic break]] at quite a cost. Do so when the colonist is vital to your colony's operations -- this should be a very rare occasion.
 
* Prevent [[resurrection psychosis]] from taking over your resurrected colonist. Do note that resurrection psychosis is not revealed until it reaches its second stage, but will still be cured by using a Healer mech serum if used before it is discovered.
 
* This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose.
 
**A missing nose can be fixed with the [[aesthetic nose]], but you need the [[Royalty DLC]] installed.
 
**A missing nose can be fixed with the [[biosculpter pod]], but you need the [[Ideology DLC]] installed.
 
 
 
Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements however occur individually.
 
  
== Order of conditions treated ==
 
{{Stub|section=1|reason=Not a full list of conditions - see FixWorstHealthCondition}}
 
 
The serum will heal conditions according to severity, in this order:
 
The serum will heal conditions according to severity, in this order:
 
# Missing limbs
 
# Missing limbs
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# [[Injury#Trauma_Savant|Trauma Savant]]
 
# [[Injury#Trauma_Savant|Trauma Savant]]
  
=== Notes ===
+
Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements, however, occur individually.
* The game does not necessarily rank the severity of conditions in the same way the player would. This can lead to the "wrong" condition being healed, since the serum only heals one condition. As an example, a "major infection (developed immunity)" is rated ''worse'' by the game than "Alzheimer's (minor)", even though the latter is normally incurable, while the former condition is not even a practical problem. Make sure to check the health condition of the pawn carefully before administering the serum.
+
 
 +
===Restrictions===
 +
Below are the conditions which the serum '''cannot''' treat:
 +
* Luciferium need
 +
* Drug tolerances
 +
* Anesthetic
 +
 
 +
To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.
 +
 
 +
== Analysis ==
 +
Firstly, don't expect to find more than a handful of these serums during a playthrough, if even that many. Use it wisely: most missing limbs and failed organs can be replaced, either with artificial or natural parts. Serums should be saved for situations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise.
 +
 
 +
Conditions are treated in a strict order. An [[infection]] (Major, developed immunity) will be cured over Alzheimer's, even though the former is virtually harmless, and the latter can't be cured by most other means. Do not apply the serum unless absolutely certain it will heal the correct condition.
 +
 
 +
===Uses===
 +
* Great for colonists with brain damage, dementia and frailty. These can be quite crippling, and most other ways come with significant downsides:
 +
** Killing the pawn and applying a [[resurrector mech serum]], an item on the same status as the healer mech serum. It can also cause adverse side-effects, including the fatal [[Resurrection psychosis|psychosis]] (which ironically, requires a healer mech serum to treat).
 +
** [[Luciferium]], which will cause immediate hard dependence on the drug. It requires constant intake; while it does provide significant stat buffs, luciferium is expensive, and withdrawal is fatal.
 +
** [[Biosculpter pod]]s{{IdeologyIcon}}, which cost 2 [[glitterworld medicine]] and up to 25 days in a clean room to complete.
 +
** The ''scarless'' [[gene]].{{BiotechIcon}} This either costs an [[archite capsule]] or the blood price of becoming a [[sanguophage]], but can also be obtained from game start.
 +
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]).
 +
* Immediately end a colonist's [[Mental break#Catatonia|catatonic break]] at quite a cost. Do so when the colonist is absolutely vital to your colony's operations -- this should be a very rare occasion.
 +
* This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose.
 +
**A missing nose can be fixed with the [[aesthetic nose]]{{RoyaltyIcon}} or [[biosculpter pod]]{{IdeologyIcon}}, but both require their respective DLC installed.
  
 
{{Heal Option Table}}
 
{{Heal Option Table}}

Revision as of 21:42, 17 November 2022

Healer mech serum

Healer mech serum

A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.

Base Stats

Type
Exotic item
Tech Level
Ultra
Market Value
1000 Silver
Stack Limit
10
Mass
0.2 kg
HP
80
Deterioration Rate
2
Flammability
0%
Path Cost
15 (46%)
Technical
defName
MechSerumHealer


The healer mech serum is an item that can heal almost every health condition.


Acquisition

Healer mech serums cannot be crafted, nor can it be bought from traders. Instead they can only be found in ancient shrines or acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.

Summary

Healer mech serums will heal a single health condition. It removes the most severe health problem, in a specific order. If there are no healable conditions, the serum will still be used up. Pawns can be directed to use a serum on themselves or others.

The serum will heal conditions according to severity, in this order:

  1. Missing limbs
    • Legs > shoulders/arms
  2. Toxic buildup
  3. Diseases, in order of severity
  4. Frail
  5. Alzheimer's
  6. Dementia
  7. Scars on the brain
  8. Missing organs
    • Lungs > kidneys
  9. Drug addiction
  10. Scars on other parts
  11. Trauma Savant

Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements, however, occur individually.

Restrictions

Below are the conditions which the serum cannot treat:

  • Luciferium need
  • Drug tolerances
  • Anesthetic

To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.

Analysis

Firstly, don't expect to find more than a handful of these serums during a playthrough, if even that many. Use it wisely: most missing limbs and failed organs can be replaced, either with artificial or natural parts. Serums should be saved for situations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise.

Conditions are treated in a strict order. An infection (Major, developed immunity) will be cured over Alzheimer's, even though the former is virtually harmless, and the latter can't be cured by most other means. Do not apply the serum unless absolutely certain it will heal the correct condition.

Uses

  • Great for colonists with brain damage, dementia and frailty. These can be quite crippling, and most other ways come with significant downsides:
    • Killing the pawn and applying a resurrector mech serum, an item on the same status as the healer mech serum. It can also cause adverse side-effects, including the fatal psychosis (which ironically, requires a healer mech serum to treat).
    • Luciferium, which will cause immediate hard dependence on the drug. It requires constant intake; while it does provide significant stat buffs, luciferium is expensive, and withdrawal is fatal.
    • Biosculpter podsContent added by the Ideology DLC, which cost 2 glitterworld medicine and up to 25 days in a clean room to complete.
    • The scarless gene.Content added by the Biotech DLC This either costs an archite capsule or the blood price of becoming a sanguophage, but can also be obtained from game start.
  • Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a bionic spine).
  • Immediately end a colonist's catatonic break at quite a cost. Do so when the colonist is absolutely vital to your colony's operations -- this should be a very rare occasion.
  • This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose.

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 podsContent added by the Ideology DLC 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.

Condition Transplant Bionics Healer mech serum Luciferium Biosculpter podContent added by the Ideology DLC ScarlessContent added by the Biotech DLC Unnatural healingContent added by the Anomaly DLC ChronophagyContent added by the Anomaly DLC
Alzheimer's Ex.png Ex.png Check.png Check.png Ex.png Check.png Check.png Check.png
Artery blockage Check.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Asthma Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC[One]
Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Ex.png
Bad back Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Carcinoma Ex.png Check.png Check.png Check.png Ex.png Check.png Check.png Check.png
Cataracts Ex.png Check.png[One] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png
Dementia Ex.png Ex.png Check.png Check.png Ex.png Check.png Check.png Check.png
Frail Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png
Hearing loss Ex.png Check.png[One] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png
Chemical damage
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Chemical damage
- Other
Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Cirrhosis Check.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Toxic buildup Ex.png Ex.png Check.png Check.png Ex.png Ex.png Check.png Ex.png
Blood loss Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Food poisoning Ex.png Ex.pngContent from Rimworld core game only
Ex.pngContent added by the Royalty DLC[Prev]
Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Trauma savant Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Resurrection psychosis Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Blindness Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both] Check.png[Both] Check.png[Both] Ex.png
Sterilized Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Damaged
- Heart
Check.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Liver
Check.png Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Kidney/Lung
Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Digits/Eyes/Ears/Tongue
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Jaw
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Limbs/Stomach/Spine
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Nose
Ex.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Royalty DLC
Check.png Ex.png Check.png Ex.png Check.png Ex.png
Scars
- Brain/Neck/Torso
Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png
Scars
- Limbs/Eyes
Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Luciferium need Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png
Addictions Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Malaria Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Sleeping sickness Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Flu Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Plague Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Gut worms Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Muscle parasites Ex.png Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Infection
- Limbs/Eyes
Ex.png Check.png Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Infection
- Other
Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Fibrous mechanites Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Sensory mechanites Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Paralytic abasia Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Scaria Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Blood rot Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Organ decay
- Lung
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC/Content added by the Anomaly DLC
Check.png[One] ? Ex.png Check.png[One] Check.png Ex.png
Organ decay
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png[One] ? Ex.png Check.png[One] Check.png Ex.png
Organ decay
- Heart
Check.png Check.png Check.png ? Ex.png Check.png Check.png Ex.png
Revenant hypnosisContent added by the Anomaly DLC ? ? Check.png ? ? ? Check.png Ex.png
Duplicate sicknessContent added by the Anomaly DLC ? ? Check.png[Note 1] ? ? ? Check.png[Note 1] Ex.png
Crumbling mindContent added by the Anomaly DLC ? ? Check.png[Note 2] ? ? ? Check.png[Note 2] Ex.png
Bliss lobotomyContent added by the Anomaly DLC ? ? Check.png ? ? ? Check.png Ex.png
Cube comaContent added by the Anomaly DLC ? ? ? ? ? ? ? Ex.png
Psychically deadContent added by the Anomaly DLC ? ? Ex.png ? ? ? Ex.png Ex.png
InhumanizedContent added by the Anomaly DLC ? ? Ex.png ? ? ? Ex.png Ex.png
^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.

Version history

  • 0.18.1722 - added as Healer mechanite superdose. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases.
  • Beta 19/1.0 - function was expanded such that it can now treat nearly all health conditions.
  • 1.2.2753 - Fix: Healer mech serum heals love
  • 1.3.3200 - Restored the healing message displayed after using a healer mech serum.