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Rimworld medicine
Rimworld medicine









The immunisation will either remove the “Sickly” trait from a colonist or will add the “Super-Immune” trait instead. Made from Ethyl mercury, Neutroamine and Rimoxicillin with the use of an industrial Med kit.

rimworld medicine

#Rimworld medicine pdf

Details can be found in the Drug reference PDF below.ĭetails of the drugs can now be found in the following PDF:Īn immunisation injection can be made after Rimoxicillin research. This is to add game play value and additional balancing elements for the use of the drugs. MS uses a number of additional precursors in the generation of the drugs. Suggest using the mod "Pick up and haul". Upon deconstruction it will return the base item used and using a crafting spot you can repack any uninstalled buildings to be rolled back up. Note the items are best made in advance at a tailoring bench/crafting spot. Four tech versions (Medieval, Industrial, Spacer and Ultra) which can be researched after hospital beds (except for Medieval which is after Carpet Making). Cost 1 component, 40 silver, 4 medicine, and 40 material of choice.īedrolls used in the field or as caravan itinerary. Can link to beds to boost immunity gain by 0.03%. Requires Medicine Production and Sterile materials research. Great for makeshift hospital, addition to food area or bathroom (if you are using dubs hygiene.) Additionally adds some cleanliness whilst boosting production of drug labs.Ī disinfectant stand that passively sterilises its surrounding.

rimworld medicine

There is a selector for the chemical to produce, control production and set stock limits.Ĭan be used to store items (acts as a shelf). The mixer has "input" and "output" hoppers to control resources and product. Autonomously produce precursor chemicals.









Rimworld medicine