Difference between revisions of "Hemogen pack"
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Hemogen farms have a niche in increasing Medical experience. Make the operation as slow as possible, such as turning off the [[light]]s, to gain more XP. You may want to manually order operations instead of using the "Hemogen Farm" setting, so you can control which pawn is trained. | Hemogen farms have a niche in increasing Medical experience. Make the operation as slow as possible, such as turning off the [[light]]s, to gain more XP. You may want to manually order operations instead of using the "Hemogen Farm" setting, so you can control which pawn is trained. | ||
− | Compared to [[Genes#Bloodfeeder|bloodfeeding]] | + | Compared to [[Genes#Bloodfeeder|bloodfeeding]]: |
+ | * Hemogen packs give the same base Hemogen and blood loss. | ||
+ | * Hemogen pack extraction does not upset pawns or cause [[pain]]. | ||
+ | * Hemogen packs can be stored and transported and even kept on the hemogenic pawn, independent of having a pawn to feed from at the time of consumption. This allows topping up in-combat, while caravanning, or just building up a stockpile in case of a prisoner escape or death, without having to feed on your own colonists. | ||
+ | * Extracting hemogen packs trains medical experience. | ||
+ | * The [[Gene#Bloodfeeder|bloodfeeder]] gene has a cost of {{--|1}} metabolic efficiency. Note that this isn't a choice with [[Sanguophage]]s, who already come with this gene. | ||
+ | * Hemogen parks are more efficient when harvesting from [[children]]. Bloodfeeders will receive less Hemogen (for the same blood loss) when feeding on a child, due to their smaller body size. However, when extracting a hemogen pack, a child will give an adult-sized pack. | ||
* Bloodfeeding is somewhat faster. A doctor needs to operate on a patient in order to extract a Hemogen pack, and this process takes a bit of work. | * Bloodfeeding is somewhat faster. A doctor needs to operate on a patient in order to extract a Hemogen pack, and this process takes a bit of work. | ||
− | * | + | * [[Conceited noble]]s{{RoyaltyIcon}} dislike consuming hemogen packs, but don't mind bloodfeeding. |
− | |||
− | |||
=== Extraction strategies === | === Extraction strategies === | ||
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You can safely extract safely extract 1 pack every {{#expr: (45/33) round 2}} days, or making {{#expr: 20/(45/33) round 2}} hemogen a day, capable of supporting {{#expr: 20/(45/33)/10 round 2}} [[sanguophage]]s pawns or {{#expr: 20/(45/33)/2 round 2}} [[hemogenic]] pawns. Note that this is with optimum timing and therefore represents a theoretical maximum gain - actual extractions may not occur so promptly. | You can safely extract safely extract 1 pack every {{#expr: (45/33) round 2}} days, or making {{#expr: 20/(45/33) round 2}} hemogen a day, capable of supporting {{#expr: 20/(45/33)/10 round 2}} [[sanguophage]]s pawns or {{#expr: 20/(45/33)/2 round 2}} [[hemogenic]] pawns. Note that this is with optimum timing and therefore represents a theoretical maximum gain - actual extractions may not occur so promptly. | ||
− | Prisoners make ideal sources of hemogen - the risk of death and statistical impact from blood loss is not important and the extraction can be completely automated. Long term prisoners can cause problems however. Pawns with the [[dead calm]] gene, such as [[genie]]s, are ideal as they can feed and | + | Prisoners make ideal sources of hemogen - the risk of death and statistical impact from blood loss is not important and the extraction can be completely automated. Long term prisoners can cause problems however. Pawns with the [[dead calm]] gene, such as [[genie]]s, are ideal as they can feed and clothe themselves but will never harm other prisoners or attempt a prison break. Their mood becomes largely unimportant at that point, and they can be fed using a [[nutrient paste dispenser]] in their prison for maximum nutritional and colonist work efficiency. You may also choose to give them [[genes]] that improve their metabolic efficiency, to further cut costs. |
If a dead calm pawn is not available, you can also remove a prisoners legs by installing and removing [[peg leg]]s. They will need to be manually fed by a colonist but they can never escape. | If a dead calm pawn is not available, you can also remove a prisoners legs by installing and removing [[peg leg]]s. They will need to be manually fed by a colonist but they can never escape. | ||
+ | |||
+ | The hemogen farm prisoner option will not keep prisoners unconscious, and will instead wait until they have recovered all bloodloss before performing another extraction. The player can manually schedule extractions to whenever the pawn is below 55% blood loss. This will cause the prisoner to fall unconscious until they again decrease to below 60% bloodloss. In this way, a prisoner can be kept unconscious for up to a theoretical maximum of {{%|(99-60)/(99-54) round 2}} of the time, significantly reducing prison and mental breaks. | ||
== Gallery == | == Gallery == |
Revision as of 23:59, 9 October 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Hemogen pack
A package of refined hemogen in a specialized container that prevents spoilage. Hemogenic humans can consume it to restore their internal hemogen stores. It can be administered via an operation to reverse blood loss.
Base Stats
- Type
- Food
- Stack Limit
- 10
- Mass
- 0.5 kg
- HP
- 60
- Deterioration Rate
- 5
- Flammability
- 70%
- Path Cost
- 14 (48%)
Ingestion
- Nutrition
- 0.1
- defName
- HemogenPack
- thingCategories
- Foods
- Preferability
- DesperateOnly
Hemogen packs are a type of food added by the Biotech DLC. It acts as a form of blood that can be used for blood transfusions, or consumed by those with the Hemogenic gene to restore their Hemogen need.
Acquisition
Hemogen packs can be extracted from non-hemogenic humans with the Extract Hemogen Pack operation. This takes 500 ticks (8.33 secs) of work and increases their blood loss by 45%; if blood loss exceeds 100%, then the pawn will die. Unlike most other operations, it does not consume medicine or anesthetise the subject. It does still provide Medical experience however.
This operation is considered a violation for faction relations, when done on a guest or ally. Extracting hemogen from a prisoner from a hostile faction lowers reputation by 1.
Prisoners can be designated to have extraction operations automatically queued up when their blood loss reaches 0% via the Hemogen farm interaction option.
Summary
Hemogen is a packaged form of blood that can be extracted and implanted to alter a human pawn's blood loss.
Any pawn can consume one for a measily 0.1 nutrition. Those without either a Hemogen need, the Cannibal trait, or a pro-Cannibalism ideoligion get a −5 Ingested hemogen pack moodlet. This moodlet lasts 5 days and stacks up to 5 times. Conceited nobles also dislike consuming hemogen packs, and will receive a −8 Ate low-class food mood for 1 day upon consumption. Note that consuming a pack in this way will not restore any blood loss.
When consumed by Hemogenic pawns, each pack also satisfies the Hemogen need by +20. This is sufficient to satisfy 2 days of hemogen need for pawns with the Hemogen drain gene, including Sanguophages, and 10 days for those who just have Hemogenic, assuming no hemogenic abilities are used during these periods.
Pawns will automatically consume hemogen packs to reach their target hemogen level if the toggle on their hemogen gizmo is enabled. See Hemogen for details.
Hemogen packs do not rot, only deteriorate by being left outdoors or in otherwise rough conditions.
Hemogen packs are also used in the construction and fueling of the following deathrest buildings:
Product | Ingredients | Type [ExpandCollapse] |
---|---|---|
Glucosoid pump | 150 + 6 + 5 | Building - Biotech (Buildings) |
Hemogen amplifier | 200 + 4 + 5 | Building - Biotech (Buildings) |
Hemopump | 100 + 4 + 5 | Building - Biotech (Buildings) |
Psychofluid pump | 50 + 100 + 6 + 5 | Building - Biotech (Buildings) |
Blood transfusion
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) How much hemogen does it restore to hemogenics and is that reduced if they also have blood loss? 2) Occasionally see them perform the surgery with 2 packs. Incorrect description? Bug? Restoring 70% bloodloss in one operation?. |
Use hemogen packs to reduce the effects of blood loss. Each hemogen pack used recovers 35% blood loss. The operation will also restore hemogen to hemogenic individuals.
— Operation description
Hemogen packs can be used to perform the "blood transfusion" operation, which restores a pawn's blood loss. The operation consumes 1 hemogen pack, takes 800 ticks (13.33 secs) of work, and restores 35% blood loss. This surgery does not require medicine or a minimum Medical skill, does not anesthetise the subject, and always succeeds.
Note that the 35% blood loss recovered is less than the 45% lost from creating the pack in the first place.
Analysis
Hemogen packs are not made for emergency transfusion. By the time the pack is brought and installed, a doctor could have used 1-2 doses of medicine to stop most of the bleeding. In addition, tending can be done on the field, while operations must be done on a bed. Transfusions are mostly helpful to cure extreme blood loss, allowing pawns to become conscious faster.
Hemogen farms have a niche in increasing Medical experience. Make the operation as slow as possible, such as turning off the lights, to gain more XP. You may want to manually order operations instead of using the "Hemogen Farm" setting, so you can control which pawn is trained.
Compared to bloodfeeding:
- Hemogen packs give the same base Hemogen and blood loss.
- Hemogen pack extraction does not upset pawns or cause pain.
- Hemogen packs can be stored and transported and even kept on the hemogenic pawn, independent of having a pawn to feed from at the time of consumption. This allows topping up in-combat, while caravanning, or just building up a stockpile in case of a prisoner escape or death, without having to feed on your own colonists.
- Extracting hemogen packs trains medical experience.
- The bloodfeeder gene has a cost of −1 metabolic efficiency. Note that this isn't a choice with Sanguophages, who already come with this gene.
- Hemogen parks are more efficient when harvesting from children. Bloodfeeders will receive less Hemogen (for the same blood loss) when feeding on a child, due to their smaller body size. However, when extracting a hemogen pack, a child will give an adult-sized pack.
- Bloodfeeding is somewhat faster. A doctor needs to operate on a patient in order to extract a Hemogen pack, and this process takes a bit of work.
- Conceited nobles dislike consuming hemogen packs, but don't mind bloodfeeding.
Extraction strategies
As:
- A hemogen pack gives 20 hemogen
- Extracting a hemogen pack causes 45% blood loss
- Blood loss recovers at 33% per day
You can safely extract safely extract 1 pack every 1.36 days, or making 14.67 hemogen a day, capable of supporting 1.47 sanguophages pawns or 7.33 hemogenic pawns. Note that this is with optimum timing and therefore represents a theoretical maximum gain - actual extractions may not occur so promptly.
Prisoners make ideal sources of hemogen - the risk of death and statistical impact from blood loss is not important and the extraction can be completely automated. Long term prisoners can cause problems however. Pawns with the dead calm gene, such as genies, are ideal as they can feed and clothe themselves but will never harm other prisoners or attempt a prison break. Their mood becomes largely unimportant at that point, and they can be fed using a nutrient paste dispenser in their prison for maximum nutritional and colonist work efficiency. You may also choose to give them genes that improve their metabolic efficiency, to further cut costs.
If a dead calm pawn is not available, you can also remove a prisoners legs by installing and removing peg legs. They will need to be manually fed by a colonist but they can never escape.
The hemogen farm prisoner option will not keep prisoners unconscious, and will instead wait until they have recovered all bloodloss before performing another extraction. The player can manually schedule extractions to whenever the pawn is below 55% blood loss. This will cause the prisoner to fall unconscious until they again decrease to below 60% bloodloss. In this way, a prisoner can be kept unconscious for up to a theoretical maximum of 87% of the time, significantly reducing prison and mental breaks.
Gallery
Version history
- Biotech DLC Release - Added
- 1.4.3530 - Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level.
- 1.4.3541 - Extracting hemogen no longer requires medicine (previously: 2x herbal or better) and does not anesthetize the target. Medical experience also reduced.
- 1.4.3555 - Reduced the work needed for the extract hemogen operation to 500 from 1500. Fix: Bloodfeeders sometimes do not ingest all taken hemogen packs, depending on food need level. Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level - Note this is essentially a duplicate of the change from 1.4.3530, it is currently unclear whether this is an error, whether there is a difference, or whether the change was reverted and re-added latter.
- 1.4.3563 - Fix: Sanguophages can take too many hemogen packs for maintaining hemogen levels in some circumstances.
- 1.4.3580 - Fix: Hemogen packs give "ate vegetarian" mood.