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Rimworld medicine type
Rimworld medicine type












Additionally, a Major or worse Carcinoma (with a minimum severity of 0.5) may develop in the liver in a mean time of 180 in-game days (3 years), again being fixable either via transplant, or removed by a skilled doctor.Ĭhemical damage in the brain which has a massive effect on consciousness (limits it to 50%) can occur while one is unconscious from too much alcohol, in a mean time of 10 days' time spent blacked out. When one has a visible tolerance to Alcohol, they may develop Cirrhosis of the liver in a mean time of 60 in-game days (or 1 year), which permanently hinders their consciousness, blood filtration, and blood pumping - and the only way to cure Cirrhosis is to perform a liver transplant. In addition to the altered stats, Yayo provides an incredible +35 mood buff while the drug remains in the user's system. Yayo on the other hand has a higher value per weight, meaning your colonists can carry more value worth of drugs in a caravan. This means that Flake offers a much better rate of return than Yayo. Flake has a market value of 14 silver for the cost of 4 psychoid leaves, whereas Yayo has a market value of 23 silver for 8 psychoid leaves. These stats make Yayo much more appealing to use than Flake, as it's simply a straight upgrade.ĭespite this, Flake does shine through in one regard over Yayo: profitability. It also has lower addictiveness, with 10% vs. It has greater benefits than Flake, increasing rest twice as much and joy by 10%, as well as increasing move speed by 15%. Yayo is the more expensive, more potent cousin of Flake. Yayo is a drug that can be manufactured at a Drug Lab using 8 Psychoid Leaves. Yayo reduces the user's need for rest, and suppresses pain. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.Ī fine white powder snorted to produce a euphoric high. It occurs on average once every 120 days the colonist is high.Ī surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. While high on wake-up, there is a small chance the pawn will develop a heart attack. One can only get addicted to Wake-up if they have at least an 8% tolerance to it. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills). It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. Wake-up is a highly addictive drug that can be purchased, found on raiders, or manufactured at a drug lab. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality. Fills the need for rest, and allows users to work for extended periods without getting tired. Keep an eye on your technological level and make sure you have bionic legs at your disposal.Īn addictive stimulant.

#Rimworld medicine type install

Once recovered, you can install two bionic legs. Just replace the pawn's legs with peg legs and then remove the peg legs. You can avoid the berserk state of a "drug rehab inmate" by removing his/her two legs, that way they will lay on their bed until the drug withdrawal completes. There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon. If you want to recruit such an addict, it's recommended to get them clean before recruiting. Otherwise, they can go berserk and attack other prisoners. It is recommended to keep them in their own cell though. This also works great for addicted prisoners as they're already imprisoned. Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward. If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk.Ĭhatting with the imprisoned while they're getting clean will help train your warden's Social skill. It may be best to wait until the pawn collapses due to exhaustion or starvation, then arrest them without the possibility of a physical intervention. Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly). You can arrest an addicted colonist by drafting another colonist and right clicking on the addict.

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Imprisoning them also contains the impacts of their mental breaks.

rimworld medicine type

'Rehab center'Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean.












Rimworld medicine type