Coagulator
| This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Coagulator
Releases coagulating factors in response to blood loss, reducing bleeding rates significantly
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 Coagulator is a royalty torso implant that grants humans with one installed a 50% reduction in their bleeding rate.
Acquisition[edit]
Coagulators 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.
Summary[edit]
Coagulators are visceral implants that do not replace any natural body part. Coagulators halve total bleed factor, making it take twice as long for a modded human to succumb from blood loss. Note that it doesn't stop bleeding entirely, only slowing their bleeding rate. Colonists still require treatment to avoid eventually bleeding out.
As an artificial part, coagulators will add to the mood buff of anyone with the Body modder trait, and the mood penalty on anyone with the Body purist trait. They will also satisfy colonists with a transhumanist ideology.
Installation[edit]
The coagulator is installed in the torso, alongside any other enhancements in the torso.
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]
The coagulator doubles the time available to triage bleeding pawns, and the time before pawns collapse from blood loss, decreasing the urgency placed on post-combat doctoring and potentially allowing wounded pawns more time to reach safety before being downed. Coagulators are effective at helping a pawn survive a multitude of bleeding wounds. A single severe bleeding wound- such as losing a limb- will be staunched with a single tend, while someone downed by 20+ squirrel bites will require numerous tends to staunch the bleeding, meaning a coagulator can provide low-skilled doctors the time necessary to save patients with numerous bleeding wounds.
Good candidates for coagulators include:
- Melee fighters who can be expected to receive numerous wounds.
- Colonists subject to frequent mental breaks (e.g: a dazed gourmand/tortured artist/pyromaniac deciding to walk into the local insect hive).
- Children,
as the nature running learning activity can cause them to be hunted by wild animals, or to be near the spawn points of raids. - Colonists incapable of violence, as being unable to fight back makes even a manhunter squirrel a potentially lethal threat.
Bionics[edit]
Limb replacement bionics somewhat mitigate the benefits of coagulators, as bionic limbs do not bleed, thus reducing the chance that incoming damage will lead to bleeding. However even a fully bionic pawn can still bleed out from the torso or head, so bionic limbs do not render the coagulator useless.
Compared to Armor[edit]
Armor, on the other hand, is in much more direct competition with the coagulator. For a similar cost you could craft recon or marine armor instead of a coagulator.
Armor reduces the damage taken, which has many benefits over the coagulator. Pawns will stay fighting for longer, improving your chances of winning, and they heal from fights faster. They will be less likely to have body parts destroyed, especially the brain, heart, and liver, which will instantly kill the pawn without blood loss. Armor also converts sharp damage to blunt, resulting in less bleeding.
The coagulator should definitely not be prioritized over any type of armor, but can be used along with it, especially on melee pawns who are most at risk of bleeding out.
It should be noted that armor does not protect against botched surgeries, of which catastrophic and ridiculous failures often cause numerous bleeding wounds.
Compared to Genes[edit]
| This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
There is no gene that reduces bleed rate, but two other genes are of note here, Superclotting and Coagulate:
- Superclotting causes all bleeding injuries to be tended nearly instantly, making the pawn essentially immune to blood loss, which makes the coagulator redundant. It is also a relatively cheap gene, having
−1 metabolism cost and
1 complexity. The tend quality is often inferior to what can be provided by a doctor, potentially increasing the chance of infection, however players that prefer responsiveness and reduced blood loss will find superclotting a competitive alternative to the coagaulator. There is no reason to having both a coagulator and superclotting.
- The Coagulate ability is a hemogenic ability typically found in Sanguophages, and allows the user to quickly tend all the bleeding wounds of a pawn for a hemogen cost. This has the advantage that one hemogenic pawn can immediately tend any life threatening bleeding for the whole colony, however the coagulate pawn must reach the injured pawn in time, and must have an adequate store of hemogen. If many pawns are bleeding out at once, or the coagulate pawn is somehow unavailable, this method may be less effective.
Overall, both genes are superior to coagulators, but both are hard to access. Sanguophages are somewhat rare, and superclotting is not part of any default xenotypes, so the gene must be bought from traders.
Prioritization[edit]
Due to its cost of advanced components and plasteel, the coagulator competes for resources with several late game craftables: Armor, Bionic limbs, Implants, and Mechanoids
.
As discussed above, armor is nearly always more useful at protecting your pawns than a coagulator. Combat mechanoids are too, simply because they will take damage for your pawns and finish raids faster. Bionic limbs do not offer your pawns as much safety in combat as the coagulator, but their benefits to almost all work types makes them more important in most situations.
In comparison to other implants, the coagulator fares much better; only a couple of implants are on a similar level of utility to it, such as the learning assistant. Whether the learning factor boost is more worthwhile than combat survivability will depend on many factors in your colony, but nonetheless the coagulator should be one of the first implants you craft.
