Difference between revisions of "Growth vat"
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− | Babies can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby.{{Check Tag|Not extensively checked?|Babies don't seem to have growth points}} However, parents gain a {{--|4}} [[mood]]let, and it negates the [[mood]] buffs from having a happy baby in the colony . | + | Babies can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby.{{Check Tag|Not extensively checked?|Babies don't seem to have growth points}} They even train a small amount of ([[Children#Age_3|Age 3-valid]]) skill, despite normally being unable. However, parents gain a {{--|4}} [[mood]]let, and it negates the [[mood]] buffs from having a happy baby in the colony . |
Even if a child is at growth tier 8, they lose out on the skill training provided by the Lesson learning type. Meanwhile, aging a teen (13-17) to 18 is usually worthwhile - pawns under 18 have lots of workspeed penalties. | Even if a child is at growth tier 8, they lose out on the skill training provided by the Lesson learning type. Meanwhile, aging a teen (13-17) to 18 is usually worthwhile - pawns under 18 have lots of workspeed penalties. |
Revision as of 22:34, 11 November 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Growth vat
A vat of fluid which can gestate an embryo or accelerate a child's growth.
While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.
Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.
Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.
The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.
Base Stats
- Type
- Building
- Mass
- 30 kg
- HP
- 500
- Flammability
- 50%
- Path Cost
- 42 (24%)
Building
- Size
- 1 × 2
- Passability
- PassThroughOnly
- Cover Effectiveness
- 50%
- Power
- -80 W
Creation
- Required Research
- Growth vats
- Work To Make
- 8,000 ticks (2.22 mins)
- buildingTags
- Biotech
The growth vat is a building added by the Biotech DLC. It allows the gestation and accelerated aging of babies and children.
Acquisition
Growth vats can be constructed once the Growth vats research project has been completed. Each requires 150 Steel, 4 Componentss and 8,000 ticks (2.22 mins) of work.
Summary
Growth vats take a constant 200 W of power as well as nutrition. Both raw and processed foods, including nutrient paste, can be inserted inside. Hosting an embryo costs 6 nutrition per day, and aging a child costs 3 nutrition per day. If there's no power or nutrition, the being inside will enter Biostarvation, which increases nutrient consumption and will kill in 2 days.
Growth vats be used to grow an embryo in 9 days, twice as fast as natural pregnancy. This comes without risk to the mother, but the baby can still arrive sick.
Colonists under 18 can also have their aging sped up by 20x. This ignores the default 4x aging multiplier, so a vat is 5x faster than normal. I.e., it takes 3 days to pass 1 year. While in the vat, their needs are frozen like in cryptosleep, and children will not gain growth points.[??] Every 3 days inside the vat, they will gain a small amount of skill. However, a child's parents will have a mood debuff of -4 while they are in the growth vat.
Analysis
Babies can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby.[Not extensively checked?] They even train a small amount of (Age 3-valid) skill, despite normally being unable. However, parents gain a −4 moodlet, and it negates the mood buffs from having a happy baby in the colony .
Even if a child is at growth tier 8, they lose out on the skill training provided by the Lesson learning type. Meanwhile, aging a teen (13-17) to 18 is usually worthwhile - pawns under 18 have lots of workspeed penalties.