Drug lab
Drug lab
A work bench equipped with various containers, heaters, and measurement equipment for producing a variety of drugs.
Base Stats
- Type
- Production
- HP
- 120
Building
- Size
- 1
- Placeable
- Y
- Power
- 0 W
A drug lab is a Frankenstein-esque construction that is utilised by your
junkies
colonists in order to produce malicious substances and panacea from organic ingredients such as psychoid leaves and herbal medicine, along with manufactured ingredients such as Neutroamine.
In order for this mastermind structure to be erected, your
cartel
colony must first invest a total of 500 research points (or 1500 if you're rocking a tribe) into drug production so that your
colony
cartel will have enough knowledge to construct this work of the devil. Once you have a drug facility up and running, you will be one step closer to mass-producing Flake so that your colony's economy will flourish, and therefore thrive.
Despite requiring an outrageous amount of components to construct (which are honestly better expended on a geothermal generator or charge rifle); Drug Labs don't actually consume a single watt of Electricity in the slightest.
Another perhaps noteworthy thing to add is the answer to the question "But can you roll a joint in style, at this rather sinister construction?"
Unfortunately: The answer is No - it's currently physically impossible to roll a big, fat blunt at your local Anarchist's table; smokeleaf joints still need to be produced at lowly 'crafting spots'
While the drug lab is selected, click "Bills" then "Add Bill" to add an order to produce drugs.
Craftable items are:
A drug lab can be made out of various materials.
Material | Steel Cost | Cost | Hit Points | Flammability (%) | Beauty |
---|---|---|---|---|---|
Steel | 125 | - | 120 | 20 | 0 |
Plasteel | 75 | 50 | 335 | 10 | 0 |
Wood | 75 | 50 | 48 | 100 | 0 |
Gold | 75 | 1000 | 72 | 20 | 0 |
Silver | 75 | 1000 | 84 | 20 | 0 |
Uranium | 75 | 1000 | 300 | 0 | 0 |