Difference between revisions of "Healer mech serum"
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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. | 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. | ||
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== Order of conditions treated == | == Order of conditions treated == | ||
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*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. | *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. | ||
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+ | {{Heal Option Table}} | ||
== Version history == | == Version history == |
Revision as of 03:27, 3 September 2021
"spacer" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
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.
- Type
- Exotic Item
- Stack Limit
- 10
Base Stats
Stat Modifiers
The Healer mech serum is an item that can be awarded from quests.
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.
Exceptions
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.
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 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 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 also be fixed when the colonist dies and is resurrected with a Resurrector mech serum.
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
The serum will heal conditions according to severity, in this order:
- Missing limbs
- Legs > shoulders/arms
- Toxic buildup
- Diseases, in order of severity
- Frail
- Alzheimer's
- Dementia
- Scars on the brain
- Missing organs
- Lungs > kidneys
- Drug addiction
- Scars on other parts
- Trauma Savant
Notes
- 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.
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 pods 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.
- ^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.
In Beta 19/1.0 its function was expanded such that it can now treat nearly all health conditions.