Glitterworld medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. It's not the best idea to excise cancerous growths using ordinary medicine due to its 0.7x success factor and 25% death chance on failure- unless your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) - which translates to a roughly 90% success chance. Odds can be improved by as little as a shot of go-juice or luciferium for boosted consciousness. It also works good enough for most surgeries, though the risk of failure is still present. Medicine is best used for treating severe injuries or illnesses. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. Standard medicine is the benchmark of medical treatment solutions, and is also producible at a drug lab by combining herbal medicine, neutroamine, and cloth. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them.Īs doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die. Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. Treatment options įive treatment options are available none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care.įor prisoners and guests the default is herbal medicine colonists default to best care available. Defaults to best meds for colonists and herbal meds for everybody else. It is possible to change the default healthcare given to pawns. There are currently three types of medicine in RimWorld: the organic herbal medicine, the bog standard medicine, and the coveted glitterworld medicine - in order from least potent to most potent. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do. Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing the performing of surgery. See " Improving Skills" for more details. Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill.Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.×175 for animal patients, and ×500 for human patients. Patient XP Factor is a multiplier from the patient type.XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). ↑ Missing an arm, strong expert with medicine.↑ Fully bionic trauma savant, basic familiarity with medicine.↑ Bad back, frail, and cataracts, visionary in medicine.↑ 70% importance in treatment quality, effective up to 140%.↑ 90% importance in treatment quality, effective up to 140%.The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17): All values in this table take post-processing into account where necessary. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. The Medicine skill is the center skill of doctoring in RimWorld. Disabled by default, the self-tend option can be enabled in a pawn's Health-overview. The doctor's physical condition plays an important role, too.ĭoctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions.ĭoctors can "self-tend" at 70% effectiveness to treat their own wounds or illnesses. How well a colonist performs in Doctoring mainly depends on their medical skill, the quality of medicine used, and the cleanliness of the room in which they are operating. Colonists incapable of Caring will never perform doctor work.ĭoctor work assigns pawns to the following jobs: tending to patients, tending to self (if enabled), feeding patients, performing surgical operations, rescuing downed pawns or downed tamed animals, tending to and operating on animals, feeding ill animals, and cheering up patients. The Medical skill is the primary determinant for success. Doctoring is a type of work assigned to colonists from the Work menu.
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