Difference between revisions of "Healing enhancer"
Line 44: | Line 44: | ||
== Analysis == | == Analysis == | ||
{{Stub|section=1|reason=General - Value proposition, etc.}} | {{Stub|section=1|reason=General - Value proposition, etc.}} | ||
− | A healing enhancer can be installed on pawns that are expected to get hurt a lot, usually it's the dedicated fighters and especially the brawlers. It allows them to | + | A healing enhancer can be installed on pawns that are expected to get hurt a lot, usually it's the dedicated fighters and especially the brawlers. It allows them to [[Injury#Healing_Rate|heal injuries faster,]] reducing the chances that a new immediate threat will appear before the main defenders are able to fully recover from a previous encounter or a spontaneous social fight. Combined with a [[hospital bed]], even major combat wounds will take people out of action for a much shorter time. |
It Increases their "Natural Healing Factor" by x1.5. | It Increases their "Natural Healing Factor" by x1.5. |
Latest revision as of 23:30, 7 December 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Healing enhancer
Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Healing factors
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- Advanced, ImplantEmpireCommon
- tradeTags
- Bionic, ImplantEmpireCommon
The Healing Enhancer gives a pawn that's been implanted with it a Natural Healing Factor of x150%, allowing them to heal wounds faster.
Acquisition[edit]
Healing enhancers can be crafted at a fabrication bench once the healing factors research project has been completed. Note that this research requires a techprint. Each requires 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.
A healing enhancer itself can be found installed in characters from Ancient shrine, and can be harvested from them without incurring a mood penalty
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: What it actually does with specific, mechanical detail. How it stacks with healing genes. |
Summary stuff goes here
Installation[edit]
Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.
Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General - Value proposition, etc.. |
A healing enhancer can be installed on pawns that are expected to get hurt a lot, usually it's the dedicated fighters and especially the brawlers. It allows them to heal injuries faster, reducing the chances that a new immediate threat will appear before the main defenders are able to fully recover from a previous encounter or a spontaneous social fight. Combined with a hospital bed, even major combat wounds will take people out of action for a much shorter time.
It Increases their "Natural Healing Factor" by x1.5.
The healing enhancer also stacks with the superfast wound healing gene, making the healing speed of the pawn become ≈ 5.33 times faster than the default.