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− | {{Biotech}} | + | {{Biotech}}{{Stub}} |
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}} | {{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}} | ||
{{infobox main|none| | {{infobox main|none| | ||
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| min comfortable temperature = -100 | | min comfortable temperature = -100 | ||
| max comfortable temperature = 250 | | max comfortable temperature = 250 | ||
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| bodysize = 0.7 | | bodysize = 0.7 | ||
| healthscale = | | healthscale = | ||
+ | | hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --> | ||
| lifespan = | | lifespan = | ||
− | | attack1dmg = | + | | attack1dmg = |
− | | attack1type = | + | | attack1type = |
− | | attack1cool = | + | | attack1cool = |
− | | attack1part = | + | | attack1part = |
+ | | attack1chancefactor = | ||
| page verified for version = 1.4.3525 | | page verified for version = 1.4.3525 | ||
<!-- Creation --> | <!-- Creation --> | ||
| research = High mechtech | | research = High mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 100 | | resource 1 amount = 100 | ||
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| resource 2 amount = 1 | | resource 2 amount = 1 | ||
}} | }} | ||
− | A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] | + | A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. |
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== Summary == | == Summary == | ||
− | + | As mechanoids, paramedics are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | |
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− | + | ===Work=== | |
− | + | Paramedics are light mechanoids, and require [[Research#High Mechtech|High mechtech]] to be researched. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | |
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Mechs under player control require power: paramedics use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | Mechs under player control require power: paramedics use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | + | Paramedics will do tasks under the Doctoring tab, though can also feed [[prisoner]]s. Paramedics have an effective Medical skill of 10. They will recuse pawns before tending to them. They have a base [[Global Work Speed]] of 50% and naturally move slower than a human. | |
− | Paramedics will do | ||
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− | They have a base [[Global Work Speed]] of 50% and | ||
===Abilities=== | ===Abilities=== | ||
− | When drafted, paramedics | + | When drafted, paramedics have the ability to long jump up to 16 tiles away. It can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is not [[downed]]. |
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− | Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is | ||
− | They also have | + | They also have access to a [[firefoam pop pack]] equivalent. It takes {{ticks|30}} to deploy, but then has a 5 day cooldown. |
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== Analysis == | == Analysis == | ||
− | + | Paramedics work slowly, so are often a poor choice to tend pawns in imminent danger of bleeding out. Although work speed can be increased (see [[#Work Speed]] below), a healthy pawn with high Medical skill will always be superior - in tend speed, tend quality, and surgery success. Players should keep this in mind when triaging situations where numerous pawns are in need of medical attention, taking care to assign the Paramedic to less dire patients if more capable doctors can tend to the critical cases. | |
− | Paramedics work slowly | ||
− | + | Regardless of this major drawback, Paramedics do have some advantages over human doctors. They do not suffer from mental breakdowns, are immune to illnesses that human doctors are susceptible to, and only 'sleep' for 24 hours out of every 6 days. They will help keep things manageable whenever a large group of pawns are injured or sick. If no doctors are above Medical 10 Paramedics can do surgeries for your colony with reasonable reliability. Paramedics are also capable of feeding prisoners and resting patients, saving time for your active colonists. | |
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− | + | You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanatiors should keep paramedics active, and consider having more than one. | |
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With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others. | With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others. | ||
− | + | ===Work Speed=== | |
− | + | Paramedics have a base work speed of 50%. Being in range of a [[mech booster]] increases the work speed to 75%. Each [[control sublink (standard)|control sublink]]s installed in the Mechanitor increases the work speed by 6%, up to a maximum of +36%. Control Sublinks and mech boosters combined allow Paramedics to reach 111% Work Speed. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. | |
− | + | Getting 3 sublinks and 3 high sublinks will require acquiring a total of 3 signal chips, 3 powerfocus chips, 21 components, and 9 advanced components. | |
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All values are for 50%+ lighting conditions. | All values are for 50%+ lighting conditions. | ||
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{| class="wikitable" | {| class="wikitable" | ||
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− | ! | + | ! Control Sublinks !! Work Speed !! Mech Boosted |
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| 0 || 50% || 75% | | 0 || 50% || 75% | ||
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− | | 1 || 56% || 81% | + | | 1 || 56% || 81% |
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− | | 2 || 62% || 87% | + | | 2 || 62% || 87% |
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− | | 3 || 68% || 93% | + | | 3 || 68% || 93% |
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+ | | 4 || 74% || 99% | ||
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| 5 || 80% || 105% | | 5 || 80% || 105% | ||
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| 6 || 86% || 111% | | 6 || 86% || 111% | ||
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|} | |} | ||
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |