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{{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}}
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{{Rewrite|reason=1) Cleanup, fact check, [[Template:Verified|verification]] 2) Actual detail on tend quality, how it is calculated etc}}
 
{{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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|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Herbal medicine|Medical Potency Base}} }} || {{%|{{Q|Herbal medicine|Medical Quality Max}} }} || 10 || 0.35
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| {{%|{{Q|Herbal medicine|Medical Potency Base}}}} || {{%|{{Q|Herbal medicine|Medical Quality Max}}}} || 10 || 0.35
 
|}
 
|}
  
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|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Medicine|Medical Potency Base}} }} || {{%|{{Q|Medicine|Medical Quality Max}} }} || 18 || 0.5
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| {{%|{{Q|Medicine|Medical Potency Base}}}} || {{%|{{Q|Medicine|Medical Quality Max}}}} || 18 || 0.5
 
|}
 
|}
  
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|-
 
|-
 
! Values
 
! Values
| {{%|{{Q|Glitterworld medicine|Medical Potency Base}} }} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}} }} || 50 || 0.5
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| {{%|{{Q|Glitterworld medicine|Medical Potency Base}}}} || {{%|{{Q|Glitterworld medicine|Medical Quality Max}}}} || 50 || 0.5
 
|}
 
|}
  
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== Treatment ==
 
== Treatment ==
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{{Stub|section=1|reason=Need expansion into similar to operations - including how final tend quality is calculated and what its effects actually are. Might also need to be renamed to tending or similar - check in game}}
 
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.
 
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.
  
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=== Tend quality ===
 
=== 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.  
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{{Stub|section=1|reason=Mechanics missing and poorly understood - collate all factors, what is the order of operations for the final quality etc.}}
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Final Tend Quality:
  
'''1. Base Tend Quality'''
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( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.
:<code>'''Base Tend Quality''' = [[Medical Tend Quality|Medical Tend Quality]] × [[Medical Potency]]</code>
 
  
:'''1.a. Offsets from hospital bed and vitals monitor'''
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Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.
::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.
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Laying Down is not a factor. Draft tends on injured colonists standard 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>
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Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.
  
:'''1.b. Self tend factor'''
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Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.
::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>
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Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
 
 
'''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 ===
 
=== Draft Tending ===
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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|}}
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|-
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| '''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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! Implant [[embryo]] {{BiotechIcon}}
 
! Implant [[embryo]] {{BiotechIcon}}
 
| 500
 
| 500
 +
|-
 
|}
 
|}
  
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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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