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{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}
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{{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}}
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{{Stub|reason = Sanitation - How it affects surgery, and infection likelihood; Physical well-being's effect on this too; Hospital design}}
 
{{TOCright}}
 
{{TOCright}}
  
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<references/>
 
<references/>
  
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}} }}
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{{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}}
  
 
== Medicines ==
 
== Medicines ==
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It is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.{{Check Tag|Detail|How do you do it, what options are available etc. Doesn't necessarily have to be here, but should at least link to the right place.}}
 
It is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.{{Check Tag|Detail|How do you do it, what options are available etc. Doesn't necessarily have to be here, but should at least link to the right place.}}
  
=== Treatment options ===
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=== Treatment Options ===
 
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care.  
 
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care.  
  
 
For prisoners and guests the default is herbal medicine; colonists default to best care available.
 
For prisoners and guests the default is herbal medicine; colonists default to best care available.
  
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. 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. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries.  
  
 
=== No medical care ===
 
=== No medical care ===
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{| {{STDT| c_10 text-center}}
 
{| {{STDT| c_10 text-center}}
 
! Attributes
 
! Attributes
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)
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! Medical Potency !! Market Value !! Mass (kg)
 
|-
 
|-
 
! Values
 
! Values
| 30% || 70% || N/A || N/A
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| 30% || N/A || N/A
 
|}
 
|}
  
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=== Herbal medicine ===
 
=== Herbal medicine ===
[[{{Q|Herbal medicine|Image}}|left|link=Herbal medicine]]
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[[{{Q|Herbal medicine|Image}}|left]]
[[Herbal medicine]] is an organic medicine which can be grown from [[healroot]], or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles.
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Herbal medicine is an organic medicine which can be grown from [[healroot]], or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles.
  
 
{| {{STDT| c_10 text-center}}
 
{| {{STDT| c_10 text-center}}
 
! Attributes
 
! Attributes
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)
+
! Medical Potency !! Market Value !! Mass (kg)
 
|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Herbal medicine|Medical Potency Base}} }} || {{%|{{Q|Herbal medicine|Medical Quality Max}} }} || 10 || 0.35
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| 60% || 10 || 0.35
 
|}
 
|}
  
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=== Medicine ===
 
=== Medicine ===
[[{{Q|Medicine|Image}}|left|link=Medicine]]
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[[{{Q|Medicine|Image}}|left]]
Standard [[medicine]] is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries.  
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Standard medicine is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries.  
  
 
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness.
 
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness.
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{| {{STDT| c_10 text-center}}
 
{| {{STDT| c_10 text-center}}
 
! Attributes
 
! Attributes
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)
+
! Medical Potency !! Market Value !! Mass (kg)
 
|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5
+
| 100% || 18 || 0.5
 
|}
 
|}
  
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=== Glitterworld medicine ===
 
=== Glitterworld medicine ===
[[{{Q|Glitterworld medicine|Image}}|left|link=Glitterworld medicine]]
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[[{{Q|Glitterworld medicine|Image}}|left]]
 
+
Glitterworld Medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.
[[Glitterworld medicine]] is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.
 
  
 
Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former).
 
Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former).
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{| {{STDT| c_10 text-center}}
 
{| {{STDT| c_10 text-center}}
 
! Attributes
 
! Attributes
! Medical Potency !! Max tend quality !! Market Value !! Mass (kg)
+
! Medical Potency !! Market Value !! Mass (kg)
 
|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5
+
| 160% || 50 || 0.5
 
|}
 
|}
  
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After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.
 
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.
  
=== Tend quality ===
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== Surgery ==
First, Base Tend Quality is calculated. Then, other factors apply if relevant. Tend Quality is adjusted up to 25% up or down randomly. Finally, the Tend quality is limited to a range between 0% and the Max Tend Quality of the medicine used.  
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[[File:Installing bionic arm.png|right|300px]]
 +
Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Many surgeries require a minimum Medical skill (excising a [[carcinoma]] requires 10 Medical), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable to use herbal medicine in surgery unless you have an exceptionally good doctor.
  
'''1. Base Tend Quality'''
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=== Available targets ===
:<code>'''Base Tend Quality''' = [[Medical Tend Quality|Medical Tend Quality]] × [[Medical Potency]]</code>
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Surgeons can perform surgery on colonists, prisoners or guests. Performing any kind of violating surgery (such as organ removal) on guests will anger the faction.
  
:'''1.a. Offsets from hospital bed and vitals monitor'''
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Tamed animals can be operated on as well, though there are limited options. [[Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot.
::If applicable, Medical Tend Quality Offset from the bed is added to the Base Tend Quality value. This offset only exists on Hospital Beds and Vitals Monitors attached to hospital beds. No other beds have Medical Tend Quality Offset.
 
  
::Laying Down is not a factor. Draft tends on injured colonists standing up will have the same Medical Tend Qualities as tends while laying in a standard bed.
+
Surgeons can also perform a 'medical' operation on downed mechanoids to remove body parts and to shut them down for good.
  
::<code>'''Medical Tend Quality with Offset''' = Base Tend Quality + 0.1 Hospital Bed (if applicable) + 0.07 Vitals Monitor (if applicable)</code>
+
=== Improving success ===
 +
The difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a 167% increase in surgical success rate. Room quality has a great impact, too.
  
:'''1.b. Self tend factor'''
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Due to the 98% success cap, using glitterworld medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, unskilled doctors). Beyond that point, industrial medicine is sufficient for the purposes of surgery.
::If Self Tending, Tend Quality with Offset is adjusted by 70%.
 
 
 
::<code>'''Medical Tend Quality with Self Tend''' = Medical Tend Quality with Offset * 0.7 Self Tend Factor (if applicable)</code>
 
 
 
'''2. Randomization'''
 
:Medical Tend Quality is then randomized.  
 
  
:<code>'''Randomized Tend Quality''' = Medical Tend Quality with Self Tend * Random Value between 0.75 and 1.25</code>
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== Surgery sucess ==
 +
{{Rewrite | reason = Formulae need to be double-checked, reconciled with each other and cleaned up; values here contradict values in other articles (e.g. "outside" base 60% or 85%?), where are bed factors added?}}
 +
Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used.  
  
'''3. Maximum tend quality'''
+
'''The formula (simplified from the game's code) for the room cleanliness' effect on surgery success chance is effectively as follows''' ...
:The Final Tend Quality is then limited to a range of 0 to Maximum Tend Quality from Medicine used.
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: C = 0.6 + (0.9 * ((c + 5) / 10))
 +
: if C < 0.6, then C = 0.6
 +
: or if C > 1.5, then C = 1.5
 +
: ...where C is Room Cleanliness Factor; and c is room cleanliness.
  
:<code>'''Final Tend Quality''' = Clamped 0% to Maximum Tend Quality from Medicine</code>
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Surgery success chance is measured based on the medical bed/ sleeping spot's location.
  
:The maximum tend quality of each medicine is as follows:
+
'''The basic surgery success chance formula for the surgeon is as follows...
:* '''70%''' for {{Icon Small|herbal medicine}} [[herbal medicine]] or no medicine
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* S = min(0.98, (D*M)*C)
:* '''100%''' for {{Icon Small|medicine}} [[medicine]]
+
: ...where S is Actual Surgery Success Chance; D is Doctor's [[Surgery Success Chance]]; M is Medical Potency; C is Room Cleanliness Factor, and min is a function that selects the minimum of the two options separated by a comma.
:* '''130%''' for {{Icon Small|glitterworld medicine}} [[glitterworld medicine]]
 
  
'''Notes:'''
+
'''Note that this means that all surgeries have a minimum 2% chance of failure no matter the skill of the doctor, quality of the hospital, or even [[inspirations]] present.'''
* [[Light]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Global Work Speed]] and thus of Medical Tend Speed and a factor of [[Surgery Success Chance]].
 
* [[Cleanliness]] is ''not'' a factor of Medical Tend Quality. It is, however, a factor of [[Infection|Infection Chance]].
 
* Being indoors or outdoors is ''not'' a factor of Medical Tend Quality. It is, however, a factor of cleanliness and thus Infection Chance.
 
  
==== Total tend quality ====
+
For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist. His base success chance is 70%, and he is using regular medicine, with a potency of 100%. The hospital in use has a cleanliness stat of 0 with clean wood floor.
Some medical issues are cured when the sum of all tends performed reach a certain value. This is described as "total tend quality". The current total and the required total to cure will be displayed in the mouse-over menu on the issue in question on the pawn's health menu. The value will not be displayed for issues not cured by total tend quality, so its presence is a clear indicator of how to cure the issue.  
 
  
The following use this mechanic:  
+
If we plug in the numbers, we have to split the equation into two parts: room cleanliness, and getting the actual, surgery success chance.
* [[Gut worms]]
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:* C = 0.6 + (0.9 * ((0 + 5) / 10)) = 1.05
* [[Muscle parasites]]
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:* S = (0.7 * 1) * 1.05 = 0.735
  
=== Draft Tending ===
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So John only has a 73.5% chance of successfully completing an operation, yikes!
Drafted colonists can be forced to tend wounds of injured pawns using right click. The injured pawn does not need to be laying down in order to be draft tended. One can even Draft Tend an injured pawn on a non-aggressive mental break or a downed enemy in the field. The tend quality of Draft Tended injuries uses the same formula as undrafted treatment. The "Tend (without medicine)" option is useful for emergency treatment. The option "Tend ___" that does not say (without medicine) will use the medicine in the doctor's inventory regardless of the targets medical settings. After using the medicine in inventory, the doctor will grab the nearest medicine of any quality.
 
  
== Operations ==
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Keep in mind that this will be further affected by the success chance of the particular operation being performed - inherently difficult operations like removing a carcinoma will be lower success chance, easier ones like harvesting organs will have a higher success chance, and in the case of anaesthetize and especially euthanize by cut, only doctors who are both incompetent and unlucky will ever fail them.  
{{Stub|section=1|reason=More complete operations table - rough outline of one available [[User:Harakoni/Sandbox#Operations|here]]}}
 
[[File:Installing bionic arm.png|right|300px]]
 
An '''operation''' is a [[bill]] to be performed on a [[colonist]] by a doctor. This may involve the removal or addition of [[body parts]], administration of [[drugs]] or excising [[Carcinoma|carcinomas]]. Many operations require a minimum [[Medical|Medical skill]] (e.g. excising a [[carcinoma]] requires level 10). Some operations require a minimum [[medicine]] level ([[Herbal medicine]] is the minimum required medicine for most operations).
 
  
=== Operation Success Rate ===
+
The environment where the surgery is performed also has an effect on the overall [[Surgery Success Chance Factor|surgery success chance]]. Unsurprisingly, good light is also an important factor in optimizing your odds; 50% or better light (easily achievable with standard [[standing lamp]]s) is the goal.
When an operation is performed, a degree of chance is calculated to assess the probability that the outcome of the operation will be successful.
 
  
This is determined as a product of:
+
In any environment defined as "outdoors", the success factor is always 60% no matter how clean the surroundings are.
* The [[Medical Surgery Success Chance|Surgery Success Chance]] stat of the surgeon performing the operation
 
* The [[Medical Potency]] stat of the [[Medicine]] used for performing the operation
 
* The [[Surgery Success Chance Factor]] stat of a [[bed]] or other [[sleep furniture]] upon which the operation is performed
 
* The [[#Operation Success Rate Multiplier|Success Rate Multiplier]] for the specific operation
 
  
This may be expressed as:
+
To find out the success chance of a specific operation, multiply the result from the previous formula by the surgery success chance in the info tab for that operation.
<code> '''Operation Success Rate''' = [[Medical Surgery Success Chance|Surgery Success Chance <sub>Surgeon</sub>]] × [[Surgery Success Chance Factor|Surgery Success Chance <sub>Bed</sub>]] × [[Medical Potency]] × [[#Operation Success Rate Multiplier|Operation Success Rate Multiplier]]</code>
 
  
Note that additionally:
+
=== Surgery failure ===
* The resulting '''Operation Success Rate''' is capped at {{%|0.98}}.
 
* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.
 
 
 
=== Calculating success ===
 
'''[[Medical Surgery Success Chance|Surgeon stat]]'''
 
* Determined by Doctoring skill. (see [[#Skill]] section)
 
* [[Manipulation]] and [[Sight]] act as direct multipliers. For example, 115% Manipulation = x1.15 success.
 
 
 
'''[[Surgery Success Chance Factor|Bed stat]]'''
 
* Determined by type of bed and its quality. [[Bed]]s and [[bedroll]]s have a modifier of 1.0. [[Hospital bed]]s have a modifier of 1.15. [[Quality]] is a multiplier. Material does not matter. (See [[Surgery Success Chance Factor]])
 
* Then modified by the room's [[cleanliness]] stat. A multiplier of <code>1.05 + 0.09 * Cleanliness</code>, to a minimum of x0.6. If outdoors, act as minimum cleanliness.
 
* Then modified by [[light]]. If the head of the bed has a light below 50%, there is a penalty.
 
* If surgery is done outdoors, there is a further penalty (in addition to the lower Cleanliness).
 
 
 
'''[[Medical Potency|Medical potency]]'''
 
* Determined by the type of medicine. The [[medicine]] item (industrial medicine) has a modifier of 1.0. (see [[Medical Potency]])
 
 
 
'''Operation Success Rate Multiplier'''
 
* Modifier dependent on the type of operation.
 
{| {{STDT|}}
 
! Operation !! Operation Success Rate Multiplier (%)
 
|-
 
! Administer ''[[Drugs|Drug]]''
 
| ''Can't fail''
 
|-
 
! [[Anesthetic|Anesthetize]]
 
| 200
 
|-
 
! Euthanize by cut
 
| 500
 
|-
 
! Harvest (''[[Body Parts|body part]]'')
 
| 120
 
|-
 
! Install (''[[Body Parts|body part]]'')
 
| 100
 
|-
 
! Remove (''[[Body Parts|body part]]'')
 
| 120
 
|-
 
! Excise (''[[Carcinoma]]'')
 
| 70
 
|-
 
! Terminate [[pregnancy]] {{BiotechIcon}}
 
| 200
 
|-
 
! Extract [[ovum]] for IVF {{BiotechIcon}}
 
| 500
 
|-
 
! Implant [[embryo]] {{BiotechIcon}}
 
| 500
 
|}
 
 
 
''Note that the '''Operation Success Rate Multiplier''' for each operation is shown in-game on the '''Information''' page for an added bill in the [[Colonist]]'s '''Health''' -> '''Operations''' tab.''
 
 
 
=== Failure ===
 
 
{{Stub|section=1|reason=How are they selected?}}
 
{{Stub|section=1|reason=How are they selected?}}
If an operation fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of the operation, while for the ridiculous failures they can be found anywhere in the body.
+
If a surgery fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of surgery, while for the aptly named ridiculous ones they can be found anywhere in the body.
  
There are 3 kinds of surgical failure in-game.
+
There are 3 kinds of surgery failure in-game.
 
*Minor: Deals a little damage, and will not destroy any body parts.
 
*Minor: Deals a little damage, and will not destroy any body parts.
 
*Catastrophic: Deals great damage, and usually destroys body parts outright.
 
*Catastrophic: Deals great damage, and usually destroys body parts outright.
 
*Ridiculous: Deals great damage scattered across the entire body.
 
*Ridiculous: Deals great damage scattered across the entire body.
  
In addition, each operation has a death on failure chance; when it fails it is possible that the [[colonist]] instantly dies.
+
In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies.
 
 
=== Available targets ===
 
Surgeons can perform operations on colonists, prisoners or guests. Performing any kind of violating operation (such as organ removal) on guests will anger the faction.
 
 
 
Tamed animals can be operated on as well, though there are limited options. [[Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot.
 
 
 
=== Tips on Improving Success ===
 
The difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a 167% increase in surgical success rate. Room quality has a great impact, too.
 
  
Due to the 98% success cap, using glitterworld medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, unskilled doctors). Beyond that point, industrial medicine is sufficient for the purposes of surgery.
+
== Sanitation ==
 +
The cleanliness rating of a room has a major impact on the infection chance of a pawn, and a comparatively minor, but still significant impact on the success chance of surgery. It also affects other things, like research speed and food poisoning chance
  
 
== Infection ==
 
== Infection ==
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Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.
 
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.
  
== Strategies ==
+
== Doctoring strategies ==
 
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.
 
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.
  
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=== Hospital design ===
 
=== Hospital design ===
 
[[File:8 hospital beds compact.png|150px|thumb|right|Compact placement of 8 hospital beds around a [[vitals monitor]].]]
 
[[File:8 hospital beds compact.png|150px|thumb|right|Compact placement of 8 hospital beds around a [[vitals monitor]].]]
{{Stub|section=1|reason=This section is good base but theres room for further develpment}}
+
{{Stub|section=1}}
 
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.
 
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.
 
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]].  
 
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]].  
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* Alpha 17 - It is now possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.
 
* Alpha 17 - It is now possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.
 
* Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.
 
* Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.
* [[Version/1.3.3159|1.3.3159]] - Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp.
 
* [[Version/1.3.3200|1.3.3200]] - Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).
 
  
 
[[Category:Health]]
 
[[Category:Health]]

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