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{{Biotech}}  
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{{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
| bandwidth = 1
 
 
| bodysize = 0.7
 
| bodysize = 0.7
 
| healthscale =  
 
| healthscale =  
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| hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details -->
 
| lifespan =  
 
| lifespan =  
| attack1dmg = 6
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| attack1dmg =  
| attack1type = Blunt
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| attack1type =  
| attack1cool = 2.6
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| attack1cool =  
| attack1part = Head
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| attack1part =  
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| 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
| gestation cycles = 1
 
 
| 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]] that can perform doctoring duties, fight fires, and jump long distances.
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A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
 
 
== Acquisition ==
 
{{PAGENAME}}s can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]] taking {{ticks|1800}} to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
 
 
 
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
 
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason= What can and can't they be ordered to do while drafted}}
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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.
{{Mechanoid Summary}}
 
  
Dead paramedics may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the paramedic.
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===Work===
 
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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.
=== Combat ===
 
Paramedics can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
 
 
 
As mechs can't be tended to, paramedics are never found in mechanoid [[raid]]s.
 
  
=== As an ally ===
 
 
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.
  
===Work===
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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 all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed [[prisoner]]s as a warden.{{Check Tag|Firefighting?|Firefighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organised jobs}} Paramedics have an effective [[Medical]] skill of 10. They will rescue pawns before tending to them.  
 
 
 
They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} that of a human, equivalent to a baseline human in [[plate armor]].
 
  
 
===Abilities===
 
===Abilities===
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.
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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]].
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s.
 
*There is a short {{ticks|30}} warm-up before jumping, and a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}}
 
*It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.
 
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 present and not [[downed]] or in a [[mental break]]. Paramedics can carry a [[downed]] pawn with them during this jump.
 
  
They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown.
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They also have access to a [[firefoam pop pack]] equivalent. It takes {{ticks|30}} to deploy, but then has a 5 day cooldown.
 
 
<gallery>
 
MechLongJump.png|The on-screen gizmo to initiate a long jump
 
MechFirefoamPop.png|The on-screen gizmo to initiate a firefoam pop
 
</gallery>
 
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion}}
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Paramedics work slowly without a [[mech booster]], so are often a poor choice to tend pawns in imminent danger of bleeding out. Although work speed can be increased (see below), a healthy pawn with high Medical skill will always be superior in all of: tend speed, tend quality, and surgery success. When triaging situations where numerous pawns are in need of medical attention, assign more capable doctors for critical cases, leaving the paramedic for less dire cases.
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest.
 
  
In any tending situation, paramedics have 3 main advantages:
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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.
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors.
 
*Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.
 
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.
 
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 mechanitors should keep paramedics active, and consider having more than one.
 
  
Paramedics cannot tend while [[draft]]ed; they need an empty medical-set bed or [[sleeping spot]] in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to ''Doctor care but no medicine'' so that the paramedic doesn't waste time hauling medicine from your base.
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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.
  
===Nonurgent===
 
With a [[cleanliness|clean]], [[Light|well-lit]] hospital with a high quality [[hospital bed]], a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.
 
 
If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and [[disease]].
 
 
===Firefighting and rescue===
 
 
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.
  
Due to the flexibility of the long jump, paramedics are useful for rescuing pawns.
 
*A paramedic takes up 1 [[bandwidth]]. A human combatant, who would otherwise be "lost" rescuing, almost certainly makes up for the loss of [[militor|combat mech]]s from a single bandwidth.
 
 
== Work Speed ==
 
{{Rewrite|reason=Verify numbers for tend speed}}
 
The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]], which is 50%. A [[mech booster]]'s effect increases work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters.
 
  
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===Work Speed===
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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.
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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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<!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same -->
 
 
{| class="wikitable"
 
{| class="wikitable"
! rowspan='2'| Control<br>Sublinks !! colspan='2' | [[Medical Tend Speed]]
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! Control Sublinks !! Work Speed !! Mech Boosted
|-
 
! Base !! Mech Boosted
 
 
|-
 
|-
 
| 0 || 50% || 75%
 
| 0 || 50% || 75%
 
|-
 
|-
| 1 || 56% || 81%
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| 1 || 56% || 81%
 
|-
 
|-
| 2 || 62% || 87%
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| 2 || 62% || 87%
 
|-
 
|-
| 3 || 68% || 93%
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| 3 || 68% || 93%
 
|-
 
|-
 
| 4 || 74% || 99%
 
| 4 || 74% || 99%
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|-
 
|-
 
|}
 
|}
 
A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 [[archotech arm]]s, will beat a mech-boosted Paramedic with maximum sublinks.
 
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
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Specify body type when known.
{{Animal Health Table|Mech_Light}}
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{{Animal Health Table}}
 
 
== Gallery ==
 
<gallery>
 
Paramedic east.png| Age 0-99 Paramedic facing east
 
Paramedic north.png| Age 0-99 Paramedic facing north
 
Paramedic south.png| Age 0-99 Paramedic facing south
 
</gallery><gallery>
 
ParamedicAncient east.png| Age 100+ Paramedic facing east
 
ParamedicAncient north.png| Age 100+ Paramedic facing north
 
ParamedicAncient south.png| Age 100+ Paramedic facing south
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Paramedics not fighting fires automatically. 
 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

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