Editing Paramedic

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 26: Line 26:
 
| 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
Line 33: Line 32:
 
}}
 
}}
 
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.
 
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.
 
== 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}}
+
{{Stub|section=1|reason=What can and can't they be ordered to do while drafted}}
 
{{Mechanoid Summary}}
 
{{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.
+
===Work===
 
+
Paramedics are light mechanoids, and require [[Research#{{P|Required Research}}|{{P|Required Research}}]] to be researched. They are created from a standard [[mech gestator]] with {{Required Resources}}, taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 1 cycle. A dead paramedic can be resurrected 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===
+
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 0}} that of a human, equivalent to a pawn in [[plate armor]].
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===
 +
{{Image wanted|section=1|reason=Gizmo icons}}
 
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.
 
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.
 
*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.
 
*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.
Line 65: Line 52:
 
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.
 
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.
+
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, but then has a {{ticks/gametime|300000}} 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}}
 
 
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.
 
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:
 
In any tending situation, paramedics have 3 main advantages:
*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 do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken human doctor.
*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 are an extra hand - when you need a lot of things tended, mechs won't get in the way of your best doctors.
 
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.
 
*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.
 
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.
 
  
 
===Nonurgent===
 
===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.
 
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]].
+
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]]. Otherwise, skilled doctors will have a higher tend quality.
  
 
===Firefighting and rescue===
 
===Firefighting and rescue===
Line 103: Line 82:
 
<!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same -->
 
<!--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]]
+
! rowspan='2'| Control Sublinks !! colspan='2' | [[Medical Tend Speed]]
 
|-
 
|-
 
! Base !! Mech Boosted
 
! Base !! Mech Boosted
Line 126: Line 105:
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
+
Specify body type when known.
{{Animal Health Table|Mech_Light}}
+
{{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 ==
Line 144: Line 112:
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.
 
* [[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/1.4.3542|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]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)