Mind-numb serum
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Mind-numb serum
A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations.
Base Stats
- Tech Level
- Industrial
- Stack Limit
- 10
- Mass
- 0.5 kg
- HP
- 60
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Food Type
- processed
- Maximum To Ingest
- 1
- Ingestion Time
- 100 ticks (1.67 secs)
Creation
- Required Research
- Mind-numb serum
- Skill Required
- Crafting 3
- Work To Make
- 1,320 ticks (22 secs)
- Work Speed Stat
- Drug Synthesis Speed
- defName
- MindNumbSerum
- thingSetMakerTags
- RewardStandardLowFreq
- Preferability
- NeverForNutrition
- Drug Category
- Medical
The mind-numb serum is a medical drug added by the Anomaly DLC. Mind-numb serum lowers consciousness to inhibit all abnormal moods and mental states.
Acquisition[edit]
Mind-numb serums can be crafted at a serum lab once the Mind-numb serum research project has been completed. Note that this research requires dark study to unlock. Each requires
2 Neutroamine,
30 Bioferrite, 1,320 ticks (22 secs) of work modified by the drug synthesis speed of the crafter, and a crafting skill of 3.
Mind-numb serums can be bought from the following traders: Orbital bulk goods trader, Orbital combat supplier, Orbital exotic goods trader, Outlander base trader, Outlander bulk goods trader, Outlander slaver, Outlander visitor, Slave ship, Empire base trader
, Imperial trader caravan
, Orbital imperial trader
.
Mind-numb serums can rarely be found from opening gray boxes within the labyrinth.
Summary[edit]
Mind-numb serum is a mood-control serum. Unlike drugs, serums do not have a severity-based high, have no addiction, tolerance, or withdrawal mechanics and do not count as any kind of drug for the purposes of the Chemical need, the chemical interest, fascination, or teetotaler traits, or the Drug use precepts.
Upon injection[edit]
"This person's neural patterns are being moderated by an exotic serum. They're unaffected by the highs and lows of human emotion. They will never have a mental break but they will also never feel inspired."
A pawn taking the serum will do so right where they stand without looking for a place to sit first. The serum is taken by injection, taking 100 ticks (1.67 secs). Pawns can be ordered to inject the serum through the usual means, but it can also be ordered from the item itself. This option allows ghouls to take serums without using an operation bill.
The serum applies the "mind-numb serum" hediff with the following effects for 120,000 ticks (33.33 mins) or 2 in-game days:
- −5% consciousness
- Disables all thoughts
- Disables all mental breaks and mental inspirations.
- Forced mental states such as fleeing fire,
word of inspiration,
or blood rage berserk are also completely disabled.
- Forced mental states such as fleeing fire,
- Base mood set 80,[Not 90?] regardless of any thoughts the pawn may have.
Analysis[edit]
Mind-numb serums are best used to keep critical pawns like doctors and psycasters
from having a mental break when you can least afford it, and to keep your mainline pawns functional, productive, and combat capable when the colony is spiraling. The immunity to mental break effect can also be used to offset the mood penalty from using the juggernaut and metalblood serums. Notably, pawns on mind-numb serums will not trigger the fleeing fire mental break from the pyrophobia gene,
so have your sanguophages
dose themselves when you plan to use incendiary weapons around them or when facing fire wielding enemies such as mechanoids or Impids.
Given their utility in extreme circumstances, keeping enough serums to give one to every pawn if necessary offers a lot of flexibility for a little storage room and a fairly modest cost. The serum lets you run your pawns a lot closer to breaking, even when it does not cost you the serum - save the serum until breaks become possible regardless of emergency mood buffs such as drugs and meals, and then take the serum. Because less rapid forms of mood management, such as recreation, take much longer to moderate a pawn's mood, having the serums on hand allows you to run the pawn's moon down far further than you would safely be able to do otherwise. If the threat ends before taking the serum is necessary, then you don't have to spend the serum and can merely tank any resulting breaks in the (relatively) safe period after the threat. Pawns can also be ordered to carry a single dose of mind-numb serum on their person using drug policies.
Mind-numb serums are quite useful when exploring the labyrinth, a zone which is accessed through a warped obelisk. The labyrinth's layout is randomized each time it is entered, and it can take several days for a colonist to fully explore or escape the zone. Mind-numb serums allow colonists trapped in the labyrinth to essentially ignore mood penalties from sleeping on the floor, eating without a table, being recreation-starved, or being in an ugly environment, allowing for more efficient exploration of the labyrinth.
Version history[edit]
- Anomaly DLC Release - Added.
