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https://rimworldwiki.com/wiki/Luciferium
If you're going to invest in that pawn go all in, make him 2x as strong as a bionic pawn with luci, and his metabolism will get so boosted he will be nearly imune to diseases, growing immunity with little to no effort
I always try to have a small field of five to ten healroot plants going as quickly as possible, especially if I'm in a biome where they don't grow in the wild.
Set up a dedicated hospital with steel tile floor early on and upgrade to sterile tiles later. Maybe research that drug that prevents disease. I've never used that one myself, but it seems like a good plan for tropical biomes where the average disease rate is high.
Always treat illness indoors. Apparently indoor areas give a flat +15 % tend quality which is pretty huge.
Is there a reliable way get hold of enough luci to keep a luci'd up pawn alive? So far I've stayed away from the stuff, but at some point I want to try a colony that goes all in on combat drugs and whatnot.
@Beanslinger
Sorry for hijacking the thread. ^^ I'll stop now.
I often settle near 2 or 3 colonies I can trade with, some farther than others, but if they are close to the roads and you're using horses you can often go and come back in a single day.
You need to take 1 luci every 6 days, a year in RW has 60 days (15 for each season) so you'd need 10/year
So if you buy a single full stack of luci, 30 of them, from a single caravan you've made you should have enough for 3 whole years for a single pawn.
Once I realized this I went all in and I often have 5+ pawns on luci all the time, the good ones I want to keep, the nobles wth psycasts, the ones with the Tough trait and no obvious flaws, etc.. The moment I find the first stack of like 10 I already give it to 1 or 2 pawns at the early game so they start moving and working much, much faster, I often use caravans to sell junk anyway as the NPC caravans often come with few goods and not that much money anyway.
Besides every town has a fairly high chance of having a bionic part, or a psychic shock lance so I often visit them to check so I can hunt for the best pawns, or steal imperial power armor with the lances, and get access to bionics before I even know how to make flak armor.
It is definitivelly a drug new players shouldn't be using but an older player who knows all the basics and knows how to make some caravans, is breeding some donkeys or horses to move faster on the map, etc... Shouldn't feel so intimidated by that condition, just make sure you always send out caravans with 2 or 3 luci, just in case they get stranded for some reason and your timmer runs out on the way, other than that it's just a matter of letting the AI take care of itself by adjusting your drug policy to 1 every 6 days (5 if you want to be super safe) and make sure nobody is about to run out when you're going to do something that can take a long time, like taking out a mech cluster.
That being said I do use UI mods, I think it was Rimhud? It allows me to edit my UI to show more stuff so I won't have to enter pawn's health tabs to check their addiction values, it's always shown when I click them.
PS: Do remember Luci's bonuses are a LOT higher than they seem, here's an example I posted somewhere else:
"https://rimworldwiki.com/wiki/Capacity
Do take the time to read each one of these at least once, pawn abilities are not so black and white, and everything affects everything else, the mobility from 1 leg is quite obvious, it makes you faster, but other aspects of a pawn's body also change how everything works to different degrees, IE: When you think of bionic eyes you'd obviously think of ranged and melee accuracy, what is not so obvious is that nearly every task in the game also uses sight so adding those increases the pawn's abilities in many, many unexpected ways.
Take Luciferium as an example: https://rimworldwiki.com/wiki/Luciferium
It says "moving +5", so when you look at it you'd think "hey, that's a neat little buff"
But it's not really just 5% to moving,
Counscience adds 1.0 moving, luci gives you +10% so that's an additional 10% moving
Blood pumping is another .2 moving, since it adds +15% that's another 3% moving
Breathing increases anoter .2, since it's +10% add 2% more
So in reality Luciferium says it adds 5% to your movement, but it's actually at least 20%, and I'm not going deeper into the bonus reading because there might be a bit more to it, take as an example the Blood Pumping, which also adds to counsciosness, which also adds to moving, a pair of bionic legs gives you 125% movement, just having Luci gives a brand new pawn the abilities of a bionic pawn, if you're not afraid of the side effects.
This is also relevant when you read into other bonuses, such as neurocharges, it's not "just +10% counsciousness", that's a 10% bonus to pretty much everything, they will be faster, they will eat faster, they will work faster, etc... And it all adds up, other drugs can also be deceiving at a quick glance as they add a lot more than you'd expect."
And a practical video: https://www.youtube.com/watch?v=XOzwcHzTPJA
It won't do anything to prevent Sickly from giving them the Flu, Muscle Parasites, Gut Worms, or either type of Mechanite.
Use the assign tab to make sure they keep a large supply on them.