Difference between revisions of "Drug lab"

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(type: Production -> Building; type2: -> Production; placeable: Yes -> true; size: 1 ˣ 3 -> 3 ˣ 1; beauty: 0 -> -; power: 0 -> -; flammability: 1.0 -> 1; research: Drug Production -> Drug production; path cost: - -> 50; passability: - -> pass through only; cover: - -> 0.5; minifiable: - -> true; mass base: - -> 20; sell price multiplier: - -> 0.7; terrain affordance: - -> medium;)
m (→‎Acquisition: not "seems")
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==Acquisition==
 
==Acquisition==
It cannot be traded for, so to have one you must construct it. This requires the research of drug production, a construction skill of at least 4, and {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Drug production|Drug production]] has been completed. Despite the intellectual skill being a large factor in using the lab, the building of one does not seem to rely on it.
+
It cannot be traded for, so to have one you must construct it. This requires the research of drug production, a construction skill of at least 4, and {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Drug production|Drug production]] has been completed. Despite the [[Intellectual]] skill being the primary factor in ''using'' a lab, the building of one does not rely on it.
  
 
==Summary==
 
==Summary==

Revision as of 23:54, 7 March 2022

Drug lab

Drug lab

A work bench equipped with containers, heaters, and measurement devices for producing various drugs.

Base Stats

Type
BuildingProduction
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
Resources to make
Stuff 50 + Steel 75 + Component 6
Deconstruct yield
Stuff 25 + Steel 37 - 38 + Component 3
Destroy yield
Stuff 12 - 13 + Steel 18 - 19 + Component 1 - 2

The drug lab can be built upon researching Drug Production, however colonists who are incapable of intellectual work can't use it. Colonists must be assigned to crafting to use this.

Acquisition

It cannot be traded for, so to have one you must construct it. This requires the research of drug production, a construction skill of at least 4, and Stuff 50 Stuff (Metallic/Woody, 500 for SMVs), Steel 75 Steel, Component 6 Components in 3,500 ticks (58.33 secs) after the research Drug production has been completed. Despite the Intellectual skill being the primary factor in using a lab, the building of one does not rely on it.

Summary

The following items can be crafted at the drug lab.

  • Name Materials Work to Make Required Research Type
    Flake Flake Psychoid leaves 4 000,250 ticks (4.17 secs) Psychite refining Drug - Hard Drug
    4× Flake Flake Psychoid leaves 16 001,000 ticks (16.67 secs) Psychite refining Drug - Hard Drug
    Go-juice Go-juice Neutroamine 2 + Yayo 1 000,600 ticks (10 secs) Go-juice production Drug - Hard Drug
    4× Go-juice Go-juice Neutroamine 8 + Yayo 4 002,400 ticks (40 secs) Go-juice production Drug - Hard Drug
    Wake-up Wake-up Neutroamine 2 000,900 ticks (15 secs) Wake-up production Drug - Hard Drug
    4× Wake-up Wake-up Neutroamine 8 003,600 ticks (1 min) Wake-up production Drug - Hard Drug
    Yayo Yayo Psychoid leaves 8 000,350 ticks (5.83 secs) Psychite refining Drug - Hard Drug
    4× Yayo Yayo Psychoid leaves 32 001,400 ticks (23.33 secs) Psychite refining Drug - Hard Drug
    Penoxycyline Penoxycyline Neutroamine 2 000,600 ticks (10 secs) Penoxycyline production Drug - Medical Drug
    4× Penoxycyline Penoxycyline Neutroamine 8 002,400 ticks (40 secs) Penoxycyline production Drug - Medical Drug
    Smokeleaf joint Smokeleaf joint Smokeleaf leaves 4 000,450 ticks (7.5 secs) Drug - Social drug
    4× Smokeleaf joint Smokeleaf joint Smokeleaf leaves 16 001,800 ticks (30 secs) Drug - Social drug
    Medicine Medicine Cloth 3 + Herbal medicine 1 + Neutroamine 1 000,700 ticks (11.67 secs) Medicine production Medical Items - Medicine
    4× Medicine Medicine Cloth 12 + Herbal medicine 4 + Neutroamine 4 002,800 ticks (46.67 secs) Medicine production Medical Items - Medicine
  • 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.

    Stats table

  • Drug lab Drug lab Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 008,750 ticks (2.43 mins) 240 75% 405 Silver
    Gold Gold 20 003,150 ticks (52.5 secs) 72 40% 5,345 Silver
    Plasteel Plasteel 0 007,700 ticks (2.14 mins) 336 0% 810 Silver
    Silver Silver 6 003,500 ticks (58.33 secs) 84 40% 845 Silver
    Steel Steel 0 003,500 ticks (58.33 secs) 120 40% 440 Silver
    Uranium Uranium 0 006,650 ticks (1.85 mins) 300 0% 660 Silver
    Wood Wood 0 002,450 ticks (40.83 secs) 78 100% 405 Silver