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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.
-
Goa'uld sarcophagusis 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 highandsarcophagus addiction. - Power loss mid-cycle interrupts treatment and ejects the patient.
- Complete
Goa'uld tech(Rimgate_GoauldBasic). - Recover a sarcophagus artifact and analyze it:
- analysis time:
10hours - 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
- analysis time:
- Complete
sarcophagusresearch (Rimgate_GoauldSarcophagus, base cost3500). - Optional upgrades:
-
sarcophagus regeneration(Rimgate_SarcophagusBioregeneration) for missing-part regrowth -
sarcophagus calibration(Rimgate_SarcophagusOptimization) for major power-efficiency gain (includes a techprint gate)
-
| 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) |
- 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, andAllow prisonerstoggles 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.
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 highsarcophagus addictiontretonin addictionKrin'tak sicknesspouch degenerationsymbiote withdrawal
- Intake:
- patient can self-seek treatment
- doctors/wardens can auto-rescue/carry valid patients
- a manual
Rescue to sarcophagusfloat-menu option is also available
- Diagnosis:
- default max time:
15seconds, scaled by body size
- default max time:
- Healing:
- default max per-hediff time:
30seconds, scaled by body size and severity - each treatable hediff is processed in sequence
- default max per-hediff time:
- 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.
- Default power profile:
-
500Widle -
4000Wdiagnosis -
8000Whealing
-
- With
sarcophagus calibration(default reduction factor0.65):- diagnosis drops to
2600W - healing drops to
5200W
- diagnosis drops to
- Any power outage during treatment interrupts the cycle and ejects the patient.
Practical rule: treat sarcophagus lines as protected critical infrastructure, not overflow load.
On normal completion, sarcophagus use can apply:
sarcophagus highsarcophagus 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.
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.
- 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
80000wealth hit when raid pressure is already high.
- 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 regenerationbefore relying on it for limb-loss recovery. - Get
sarcophagus calibrationbefore scaling usage across many pawns. - Pair usage policy with your drug/medical doctrine and tune values in Mod Settings Reference.