Difference between revisions of "Growth vat"

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=== Ideology ===
 
=== Ideology ===
 
[[Ideoligion]]s{{IdeologyIcon}} can have an optional [[Ideoligion#Growth vats|Growth Vats precept]] with two options:
 
[[Ideoligion]]s{{IdeologyIcon}} can have an optional [[Ideoligion#Growth vats|Growth Vats precept]] with two options:
* "Growth vats: Essential" boosts grow vat speed by +30% (~6.9 days to grow an embryo, children grow 26x faster) and removes the mood penalty. It gives parents {{+|2}} mood for their own child in a vat.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}} When [[expectations]] are moderate or higher, it gives parents a {{--|2}} ''child not in growth vat'' mood for their child not being in a vat stacking up to 3 times, pregnant pawns gain a {{--|5}} ''natural pregnancy'' mood when pregnant, and all colonists gain a {{--|3}} ''No growth vats'' moodlet if the colony has no growth vats.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}}
+
* "Growth vats: Essential" boosts grow vat speed by +30% (~6.9 days to grow an embryo, children grow 26x faster) and removes the mood penalty. It gives parents {{+|2}} mood for their own child in a vat.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}} When [[expectations]] are moderate or higher, it gives parents a {{--|2}} ''Child not in growth vat'' mood for their child not being in a vat (stacking up to 3 times), pregnant pawns gain a {{--|5}} ''Natural pregnancy'' mood when pregnant, and all colonists gain a {{--|3}} ''No growth vats'' moodlet if the colony has no growth vats.{{Check Tag|Verify|Not readily apparent in xmls. Confirm in game}}
* "Growth vats: Prohibited" gives negative mood for growth vats in your colony, and when any embryo or child is in a growth vat. It gives parents {{--|8}} ''my child is in a growth vat'' mood for their own child in a vat replacing the {{--|4}} of unprecepted pawns stacking up to 3 times, or {{+|1}} ''child not in growth vat'' mood for their child not being in a vat, stacking up to 3 times and negated if the parent is a [[psychopath]]. All colonists gain a {{--|3}} ''growth vat'' moodlet if the colony has a growth vat.
+
* "Growth vats: Prohibited" gives negative mood for growth vats in your colony, and when any embryo or child is in a growth vat. The ''My child is in a growth vat'' increases to {{--|8}} (stacking 3 times), and gives a {{+|1}} ''Child not in growth vat'' mood for their child not being in a vat (stacking 3 times). All colonists gain a {{--|3}} ''Growth vat'' moodlet if the colony has a growth vat.
 
If neither precept is chosen, the ideoligion has no effect.
 
If neither precept is chosen, the ideoligion has no effect.
  

Revision as of 19:21, 1 December 2022

Growth vat

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
Market Value
440 Silver [Note]
Mass
30 kg
HP
500
Flammability
50%
Path Cost
42 (24%)

Building

Size
1 × 2
"PassThroughOnly" is not in the list (impassable, pass through only, standable) of allowed values for the "Passability" property.
Passability
PassThroughOnly
Cover Effectiveness
50%
Power
-80 W

Creation

Required Research
Growth vats
Work To Make
8,000 ticks (2.22 mins)
Resources to make
Steel 150 + Component 4
Deconstruct yield
Steel 75 + Component 2
Destroy yield
Steel 37 - 38 + Component 1
Technical
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 Steel 150 Steel, Component 4 Componentss and 8,000 ticks (2.22 mins) of work.

Summary

While hosting a human, growth vats require a constant 200W of power as well as nutrition. Both raw and processed foods, including nutrient paste, can be inserted.[Hay?] None of the usual mood bonuses or maluses from different food types, such as from human meat, are applied. Hosting an embryo costs 6 nutrition per day and aging a child costs 3 nutrition per day. The vat's contents can be ejected immediately by the player by canceling vat growth; if it was an embryo, it will be destroyed. When no pawn is inside, the power consumption reduces to 80W

If the pod has no power or nutrition, the being inside will enter Biostarvation, increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied. Biostarvation increases nutrition consumption by +10% at all severities, and kills at 100%.

Baby creation

Growth vats be used to grow an embryo in 9 days, twice as fast as natural pregnancy, and regardless of either parent's Fertility (as long as it's above 0%). This comes without risk to the mother, but the baby can still arrive sick.

Children

Colonists under 18 can also have their aging sped up by 20x, i.e., it takes 3 days to age 1 year. This ignores the default 4x aging multiplier for babies and children, so a vat is 5x faster than that. While in the vat, a pawn's 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, even if a baby.[Rate?]

Non-psychopath parents[Detail needed] will have a −4 My child is in a growth vat moodlet while their kid is inside. This can be altered by ideoligion.Content added by the Ideology DLC

Biological Age Time in vat
Base Growth Vats: EssentialContent added by the Ideology DLC
+1 Year 3 days 2.3 days
+3 Years 9 days 6.9 days
+5 Years 15 days 11.5 days
+18 Years 54 days 41.5 days

Ideology

IdeoligionsContent added by the Ideology DLC can have an optional Growth Vats precept with two options:

  • "Growth vats: Essential" boosts grow vat speed by +30% (~6.9 days to grow an embryo, children grow 26x faster) and removes the mood penalty. It gives parents +2 mood for their own child in a vat.[Verify] When expectations are moderate or higher, it gives parents a −2 Child not in growth vat mood for their child not being in a vat (stacking up to 3 times), pregnant pawns gain a −5 Natural pregnancy mood when pregnant, and all colonists gain a −3 No growth vats moodlet if the colony has no growth vats.[Verify]
  • "Growth vats: Prohibited" gives negative mood for growth vats in your colony, and when any embryo or child is in a growth vat. The My child is in a growth vat increases to −8 (stacking 3 times), and gives a +1 Child not in growth vat mood for their child not being in a vat (stacking 3 times). All colonists gain a −3 Growth vat moodlet if the colony has a growth vat.

If neither precept is chosen, the ideoligion has no effect.

Analysis

If Learning is not an issue, then growth vats have little or no penalty to the pawn's development:

  • Babies can be placed in the growth vat to speed up reaching toddler age. There are no apparent ill effects on the baby, and they even train an age-3 valid skill (Shooting, Melee, Social).[Not extensively checked?]
    • However, parents who dislike growth vats gain the −4 moodlet, and it negates the mood buffs from having a happy baby in the colony.
  • If a child is at growth tier 8, then no more growth points can be obtained. This saves time, but they will lose a small amount of skill from the Lesson work type. Either way, the benefits are minor: these children will be a few days from growing up naturally.
  • Aging a teen (13-17) to 18 has no ill effect, and removes the body size and work penalties from being underaged. This costs up to 15 days of the colonist's time, in addition to the usual nutrition cost.

Nutrition

While raw food can be put into the dispenser, virtually any means of cooking a meal gives more nutrition per food item. The absolute best way to prepare food is the nutrient paste meal, which triples nutrition. However, colonists won't automatically dispense nutrient paste for a growth vat; they will only haul meals on the floor to it. See Nutrient paste#Manually producing meals for how you can stockpile nutrient paste.

Without nutrient paste researched, baby food is the next best way to prepare vegetables. Simple meals are the next best way to prepare other food items.

There are no penalties to anyone for using insect meat, already-butchered human meat, or other usually undesirable food items in a vat.

Version History