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{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}
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{{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}}
 
{{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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{| {{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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{| {{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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{| {{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
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5
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| 100% || 18 || 0.5
 
|}
 
|}
  
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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
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5
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| 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 ===
 
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.
 
 
'''1. Base Tend Quality'''
 
:<code>'''Base Tend Quality''' = [[Medical Tend Quality|Medical Tend Quality]] × [[Medical Potency]]</code>
 
 
:'''1.a. Offsets from hospital bed and vitals monitor'''
 
::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.
 
 
::<code>'''Medical Tend Quality with Offset''' = Base Tend Quality + 0.1 Hospital Bed (if applicable) + 0.07 Vitals Monitor (if applicable)</code>
 
 
:'''1.b. Self tend factor'''
 
::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>
 
 
'''3. Maximum tend quality'''
 
:The Final Tend Quality is then limited to a range of 0 to Maximum Tend Quality from Medicine used.
 
 
:<code>'''Final Tend Quality''' = Clamped 0% to Maximum Tend Quality from Medicine</code>
 
 
:The maximum tend quality of each medicine is as follows:
 
:* '''70%''' for {{Icon Small|herbal medicine}} [[herbal medicine]] or no medicine
 
:* '''100%''' for {{Icon Small|medicine}} [[medicine]]
 
:* '''130%''' for {{Icon Small|glitterworld medicine}} [[glitterworld medicine]]
 
 
'''Notes:'''
 
* [[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 ====
 
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:
 
* [[Gut worms]]
 
* [[Muscle parasites]]
 
 
=== Draft Tending ===
 
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 ==
 
== Operations ==
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This may be expressed as:
 
This may be expressed as:
<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>
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{| {{STDT|}}
 +
|-
 +
| '''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]]
 +
|-
 +
|}
  
 
Note that additionally:
 
Note that additionally:
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* If the '''Operation Success Rate Multiplier''' is ''Can't fail'', the '''Operation Success Rate''' will always be 100%, regardless of any other stats.
 
* 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 ===
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===Calculating success===
 
'''[[Medical Surgery Success Chance|Surgeon stat]]'''
 
'''[[Medical Surgery Success Chance|Surgeon stat]]'''
 
* Determined by Doctoring skill. (see [[#Skill]] section)
 
* Determined by Doctoring skill. (see [[#Skill]] section)
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|-
 
|-
 
! Install (''[[Body Parts|body part]]'')  
 
! Install (''[[Body Parts|body part]]'')  
| 100
+
| 120
 
|-
 
|-
 
! Remove (''[[Body Parts|body part]]'')  
 
! Remove (''[[Body Parts|body part]]'')  
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! Implant [[embryo]] {{BiotechIcon}}
 
! Implant [[embryo]] {{BiotechIcon}}
 
| 500
 
| 500
 +
|-
 
|}
 
|}
  
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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 ==
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== 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}}
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{{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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