Difference between revisions of "Cryptosleep casket"
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− | {{infobox main|misc| | + | {{Rewrite|reason=Format Standardisation - Split Summary/Analysis. Add 0.3x pawn (not wealth) point [[raid points]] multi for pawns and animals in crypto. Copy changes to [[Ship cryptosleep casket|ship]] and [[Ancient cryptosleep casket|Ancient]] also}}{{infobox main|misc| |
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|image = ShipCryptosleepCasket.png|Cryptosleep casket | |image = ShipCryptosleepCasket.png|Cryptosleep casket |
Revision as of 13:38, 3 January 2022
This article is suggested to be rewritten. Reason: Format Standardisation - Split Summary/Analysis. Add 0.3x pawn (not wealth) point raid points multi for pawns and animals in crypto. Copy changes to ship and Ancient also. You can help the RimWorld Wiki by improving it. |
Cryptosleep casket
A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.
Base Stats
Building
- Size
- 1 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Blocks Wind
- True
- Terrain Affordance
- Medium
Creation
- Required Research
- Cryptosleep casket
- Skill Required
- Construction 8
- Work To Make
- 3,200 ticks (53.33 secs)
The cryptosleep casket is used to contain a humanoid or animal in a state of suspended animation.
Acquistition
As a complicated piece of machinery, Cryptosleep caskets must be researched before it can be constructed. A cryptosleep casket requires 180 steel, 5 uranium, 4 components, 1 Advanced components, and a Construction skill of 8.
Analysis
During cryptosleep, the occupants biological functions are suspended and they will not age biologically, only chronologically. The pawns stats and status effects will similarly be frozen (this is not completely true; some effects, such as mood and social, do tick down while in cryptosleep) - their hunger will not decrease, any injuries won't progress and any drug doses will remain the same. The player may select a cryptosleep casket and look at the inspect pane to see if it is empty or occupied.
To have a colonist enter a cryptosleep casket, simply select the colonist, then right-click a cryptosleep casket, and choose "Enter cryptosleep casket". Alternatively, if the colonist is downed, another colonist can be ordered to carry the downed pawn to the casket.
Animals or prisoners can be put into cryptosleep caskets, but they need to be downed first. This can be done violently, by applying anesthesia followed by manually directing a colonist to carry them inside or if they have a brain implant , they can also be EMPed to cause brain shock to quickly and cheaply down them.
When a cryptosleep casket is severely damaged it will spark briefly then explode. Nearby flammables may catch fire.
Utility
This device can help relieve a colony during a crisis such as an intense psychic wave or medicine shortage by safely storing pawns until the problem is resolved. Additionally, pawns addicted to a drug will not progress through withdrawal during stasis, making the casket a handy way of avoiding withdrawal-induced mental breaks in the event of drug shortages - this technique can be used to save the life of a Luciferium-user, or decrease total demand over time.
With the use of anesthetic, prisoners can also be stored temporarily to lessen the drain on colony resources while they await sale, harvesting or, if the Royalty DLC is installed, exchanged for Honor. It is also useful to save enemies/animals for recruitment and taming until an inspiration, particularly - thrumbos and enemies with high resistance.
After waking from cryptosleep, a humanoid will have cryptosleep sickness for a short time, which reduces consciousness and manipulation and causes vomiting.
Comparions to other caskets
There are three types of casket - regular, ship and ancient. Regular caskets can be built anywhere but require a significant resource and research investment and occupants can only be released by another pawn. Ancient caskets are similar to regular but are freely available on most maps in Ancient shrines, requiring no investment, but they cannot be moved from where they are. This can make for inopportune positioning or require additional investment to protect them. Additionally, the ancient shrine must first be cleared of enemies including occasionally the current inhabitants of the caskets. Ship caskets are more expensive and significantly require more reaseach (10,800 pts more) than regular caskets, and also require a Ship structural beam to attach to, increasing the cost signficiantly (though, up to 8 caskets can share the same beam). However, they can be placed anywhere the beam can also be constructed and allow the pawn to eject themselves. This can be vital when the pawn is alone, or when there is nobody alive and mobile to release them. It also allows players to release enemies or animals at will, without pawn intervention.
Casket | Acquisition | Placement | Opening | Resource Cost |
---|---|---|---|---|
Cryptosleep casket | Built | Anywhere | Can only be opened by a hauler, using the 'Open' designator | 180 + 5 + 4 + 1 |
Ship cryptosleep casket | Built | Must Connect to Ship Beam | Colonist may eject self | 120 + 14 + 3 + 3 (+ 200 + 40 + 3 + 1 per 8 caskets) |
Ancient cryptosleep casket | Found in Ancient shrines | Where found | Can only be opened by a hauler, using the 'Open' designator | None |