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Sarcophagus Guide

DESKTOP-5KM6RA3\david edited this page Feb 25, 2026 · 1 revision

Sarcophagus Guide

This guide covers the Goa'uld sarcophagus as a player system: unlock flow, intake rules, treatment behavior, power planning, and side-effect management.

For broader unlock flow, see Research and Progression.
For power backbone planning, see Power, Shields, and ZPM Infrastructure.
For symbiote/Tretonin interactions, see Symbiotes and Prim'ta.

At a Glance

  • Goa'uld sarcophagus is an endgame medical structure with very high burst power draw.
  • You must analyze a recovered sarcophagus artifact before the research can be completed.
  • Non-guests must be assigned to a sarcophagus to use it.
  • Missing-part regrowth needs separate research (sarcophagus regeneration).
  • Full treatments can apply sarcophagus high and sarcophagus addiction.
  • Power loss mid-cycle interrupts treatment and ejects the patient.

Unlock Path

  1. Complete Goa'uld tech (Rimgate_GoauldBasic).
  2. Recover a sarcophagus artifact and analyze it:
    • analysis time: 10 hours
    • catastrophic failure chance: base 25% (reduced by higher Intellectual)
    • the analyzed artifact is consumed either way
    • catastrophic results do not unlock the research, so you need another artifact copy
  3. Complete sarcophagus research (Rimgate_GoauldSarcophagus, base cost 3500).
  4. Optional upgrades:
    • sarcophagus regeneration (Rimgate_SarcophagusBioregeneration) for missing-part regrowth
    • sarcophagus calibration (Rimgate_SarcophagusOptimization) for major power-efficiency gain (includes a techprint gate)

Build Profile

Item Value
Build cost 350 steel, 250 gold, 75 plasteel, 150 naquadah, 10 industrial components, 25 spacer components
Build work / skill 25000 work, construction skill 10
Footprint 2x3
Idle power 500W
Active power (default) 4000W diagnosis, 8000W healing
Wealth impact Market value 80000 (large raid-point jump)

Who Can Use It

  • Humanlikes only (no animals/mechs; non-entitled mutants are excluded).
  • Medical care cannot be set to No care.
  • Sarcophagus must be powered, reachable, not burning, not broken, and not already occupied.
  • Allow guests, Allow slaves, and Allow prisoners toggles are enforced.
  • Non-guests must be assigned to that sarcophagus.
  • A pawn can only be assigned to one sarcophagus at a time.
  • Ideology edge case: if a pawn's ideology requires scars or blindness, they may not treat those conditions as valid reasons to enter.

What It Treats

Base behavior includes:

  • Tendable injuries and diseases.
  • Chronic and permanent conditions (unless explicitly excluded).
  • Addictions (except excluded addiction hediffs).
  • Immunizable illnesses and other serious medical states.
  • Blood loss is stabilized immediately during diagnosis.

Advanced behavior:

  • Missing body-part regrowth only activates after sarcophagus regeneration.

Notably excluded by default:

  • sterilized
  • childbirth labor hediffs
  • sarcophagus high
  • sarcophagus addiction
  • tretonin addiction
  • Krin'tak sickness
  • pouch degeneration
  • symbiote withdrawal

Treatment Cycle

  1. Intake:
    • patient can self-seek treatment
    • doctors/wardens can auto-rescue/carry valid patients
    • a manual Rescue to sarcophagus float-menu option is also available
  2. Diagnosis:
    • default max time: 15 seconds, scaled by body size
  3. Healing:
    • default max per-hediff time: 30 seconds, scaled by body size and severity
    • each treatable hediff is processed in sequence
  4. Discharge:
    • normal completion restores saved needs and applies full post-treatment effects
    • interruption (power loss/abort) ejects patient with interrupted outcome

While in active treatment, food/thirst/hygiene/bladder needs are held full and restored on discharge.

Power and Stability

  • Default power profile:
    • 500W idle
    • 4000W diagnosis
    • 8000W healing
  • With sarcophagus calibration (default reduction factor 0.65):
    • diagnosis drops to 2600W
    • healing drops to 5200W
  • Any power outage during treatment interrupts the cycle and ejects the patient.

Practical rule: treat sarcophagus lines as protected critical infrastructure, not overflow load.

Side Effects and Dependency Loop

On normal completion, sarcophagus use can apply:

  • sarcophagus high
  • sarcophagus addiction
  • sarcophagus chemical-need increase

Additional effects:

  • Existing sarcophagus addiction can intensify with repeated use.
  • Addicted pawns may seek treatment even when lightly injured, driven by chemical need.
  • Biological age is pushed back toward adult minimum age.
  • With Biotech active, age-reversal demand is reset and hemogen/wraith essence genes are topped up.

Important: the sarcophagus does not clear sarcophagus addiction or tretonin addiction.

Automation and Interaction Rules

While a patient is inside a powered sarcophagus:

  • doctors/wardens skip normal feeding and fluid-administer jobs
  • scheduled surgeries are blocked
  • manual tend/strip/arrest/carry float-menu options are suppressed

If you need surgery or manual tending, eject first.

Common Mistakes

  • Forgetting assignment rules and expecting unassigned colonists/prisoners to use it.
  • Enabling prisoner/slave usage but not toggling Allow prisoners / Allow slaves.
  • Running sarcophagus cycles on unstable grids and causing repeated interruption ejections.
  • Treating it as an addiction cure for sarcophagus/Tretonin dependencies.
  • Ignoring its 80000 wealth hit when raid pressure is already high.

Strategy Checklist

  • Put the first sarcophagus on a protected, redundant power lane.
  • Use high-Intellectual analysts for artifact study to reduce catastrophic loss risk.
  • Assign a small priority pool (critical combat pawns, key specialists) before opening wider access.
  • Get sarcophagus regeneration before relying on it for limb-loss recovery.
  • Get sarcophagus calibration before scaling usage across many pawns.
  • Pair usage policy with your drug/medical doctrine and tune values in Mod Settings Reference.

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