RimWorld

RimWorld

l0v3rm4n69420 Dec 25, 2024 @ 12:55am
Luciferium for Thrumbo Paragon
I play with quite a few mods, and like to get my colonists as strong as possible, i recently acquired a legendary Thrumbo Paragon, as after a battle with it front lining in ends up with 50-90 different wounds, which takes a while for my pawns to patch up. If i give my Thrumbo (or any animal) Luci, will they try to take it automatically as long as any is available or will i need to manually administer?
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Showing 1-11 of 11 comments
Radiosity Dec 26, 2024 @ 6:55pm 
Animals need to be administered manually since, well, they're animals. They'll happily take whatever drugs you have laying around the place, but that's completely random. Have fun forgetting to give your Thrumbo its meds, only for it to go berserk :)
Choosechee Dec 26, 2024 @ 7:11pm 
Also, luciferium need is affected by body size. So, your thrumbo paragon will need to take luciferium more than a human, perhaps even every day.
l0v3rm4n69420 Dec 26, 2024 @ 10:02pm 
well im already playing with a Rimworld of Magic, so whats a little more micromanaging
Radiosity Dec 27, 2024 @ 5:36am 
Originally posted by l0v3rm4n69420:
well im already playing with a Rimworld of Magic, so whats a little more micromanaging
If you can source enough luciferium to not care about quantities consumed (something like the Sparkling Worlds mod that lets you craft it, or Luciferium Expansion, or one of the fantasy style potion mods that lets you create it somehow), you could just leave a stockpile of the stuff in your thrumbo's shed and let it indulge at will, heh. But you'd still run the risk of it not consuming and going berserk, so... yeah, best to manage it manually :)
l0v3rm4n69420 Dec 27, 2024 @ 9:54am 
im running a trading empire, so i have around 220ish lying around, so i can afford to leave 30 or so lying around, only problem is i have to build a separate building for the colossal thrumbo
Bosh Dec 27, 2024 @ 4:27pm 
Just remember that without manually changing the lifespan with something like RimmSQOL the thrumbo paragon will only live for 3 years.
ASMR gaming Dec 27, 2024 @ 4:41pm 
In RimWorld, administering Luciferium (Luci) to animals like your legendary Thrumbo Paragon can provide significant benefits, but it also comes with risks and management considerations. Here's how it works in the context of the game and mods:

Luciferium Administration:

Animals do not take Luciferium automatically, even if it's available in your colony.
You will need to manually administer it to your Thrumbo through the health tab by selecting the option to "Administer Luciferium."
This applies to all animals unless you're using mods that specifically allow animals to autonomously consume drugs.
Effect on Your Thrumbo:

Luciferium provides powerful regenerative effects that can heal wounds and scars over time, making it ideal for keeping your Thrumbo in fighting condition.
It does require careful management, as the animal will become addicted, and missing a dose will lead to withdrawal, which is fatal.
Long-Term Management:

Ensure you have a consistent supply of Luciferium, as the addiction means you'll need to administer it every 6 days.
If you run out, your Thrumbo will go into withdrawal and eventually die. Make it a priority to maintain a stockpile by trading or crafting (with mods).
Using Mods for Automation:

Some mods can simplify drug management for animals:
Animal Gear: Allows animals to equip items, which might indirectly reduce wounds through protective gear.
Rimworld of Magic or similar mods: If your Thrumbo has magical enhancements, it could mitigate wounds or make healing faster.
Pharmacist Mod: Streamlines medical care, which could indirectly reduce the burden on pawns treating wounds.
Battlefield Strategy:

To minimize frequent severe wounds, consider equipping your Thrumbo with mods like Vanilla Expanded Framework or Animal Prosthetics, which allow for armor upgrades or enhanced resilience.
In summary, you'll need to manually administer Luciferium to your Thrumbo, but the tradeoff is worth it for its regenerative effects, especially if you can secure a steady supply. With the right mods, you can further automate or enhance its capabilities for even greater performance. Let me know if you'd like tips on optimizing mod setups for your colony!
Astasia Dec 27, 2024 @ 9:28pm 
Unless your animal has like a brain injury, giving it luci isn't likely to be beneficial at all, and is more likely to get your animal killed in combat. Luciferium is more about reducing downtime so colonists can be more effective at skilled jobs, it does this by increasing disease recovery rate and reducing the amount of sleep needed, as well as a manipulation boost for skilled job workspeed. The actual "combat" benefits, especially for an animal, are minimal if not actually detrimental, especially if you have access to animal bionics. It will not help it recover from battle wounds any faster, it will help it deal with infections faster but that is typically of minimal concern for animals because they don't have meaningful work to do. Mostly all it's going to do is reduce pain by 20%, which means it takes longer for it to be downed and it's more likely to take permanent injuries or be killed in battle, or at best you end up with even more wounds it needs to recover from after battle.

For a ranged colonist the ~10% moving and 15% sight have a little more combat value, and the x80% pain modifier is less dangerous. For an animal though, ya I'd personally say luciferium is all downside and no upside, outside of fixing permanent injuries, but the rate that happens isn't going to be meaningful or reliable for them.
l0v3rm4n69420 Dec 27, 2024 @ 10:13pm 
i thought manipulation was good for melee combat?
i play rimworld super casually, despite having put in a good amount of time (70% on console) so i dont know a lot that isnt covered in guides from youtubers like Noobert
Astasia Dec 28, 2024 @ 10:22am 
Originally posted by l0v3rm4n69420:
i thought manipulation was good for melee combat?
i play rimworld super casually, despite having put in a good amount of time (70% on console) so i dont know a lot that isnt covered in guides from youtubers like Noobert

Manipulation has some effect on melee combat, but it's pretty small and has a cap. 10% manipulation might be around 1-2% chance to hit, but the effect of manipulation on melee caps at 150% so if you are using the animal bionics from VGE you might already be capped there.
Last edited by Astasia; Dec 28, 2024 @ 10:23am
l0v3rm4n69420 Dec 29, 2024 @ 7:05am 
ok, i never knew that, thanks
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Date Posted: Dec 25, 2024 @ 12:55am
Posts: 11