Difference between revisions of "Paramedic"

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== Summary ==
 
== Summary ==
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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. Enemy mechs do not require power, though will spawn dormant outside of a [[raid]]. 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.
Paramedic mechs are designed to aid in emergency situations. They can rescue the wounded, fight fires and even perform surgery. The paramedic has a built-in jump launcher for quickly getting into and out of emergency situations, making it excellent for extracting downed colonists from battle. It also has a built-in firefoam popper which it can use to extinguish fires. It also has basic medical skills - it can tend the wounded and sick, and even perform surgery when a skilled human isn’t available.
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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.
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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.
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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 [[Global Workspeed]] of 50% and naturally move slower than a human.
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===Abilities===
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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 be directed outside of the [[mechanitor]]'s command radius. However, a paramedic must be within said radius when ''starting'' the jump.
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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.
  
 
== Analysis ==
 
== Analysis ==
Paramedics have a base work speed of {{++|50%}}, which doubles how long it takes them to treat injuries, which often makes them a poor choice for tending a pawn who is going to imminently bleed out. Given the limitations of Drafting a mechanoid outside of the range of their linked Mechnanitor, it is unwise to have Paramedics controlled by pawns who are likely to be far away from risk, as that will restrict your capability to use their jump jets to pluck pawns out of dangerous situations, or to triage attention where it is needed.
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Because of their base work speed, {{++|50%}} slower than a human, paramedics are often a poor choice for tending a pawn who is in imminent danger. However, with a whole squad of injured pawns, paramedics help manage the entire group. Paramedics can't be controlled, but humans can. As only one pawn can tend to a specific person, order humans to patients with priority.
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The mechanitor requirement of a long jump is restrictive, limiting its ability to be escape dangerous situations. Position your mechanitors wisely; you don't want them [[downed]], but you want them close enough for paramedics (and combat mechs) to be effective.
  
Paramedics excel at firefighting with their immunity to fire/heat and their built-in firefoam popper. Assuming their controlling Mechanitor is close enough, Paramedics are possibly the best choice for extricating a pawn from a fire when you do not want to extinguish the fire itself- such as when attempting to burn out an insect nest.
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With their firefoam pack and natural immunity to fire and heat, paramedics excel at firefighting. Paramedics can help cool off a burning building, which would be otherwise be too hot to firefight in. Paramedics are also useful for extricating a pawn in fire, when you want to preserve it, such as when burning an [[insectoid]] nest.
  
It should be noted that Paramedics are capable of feeding prisoners as part of their work routines, which can help free up time for one's Wardens.
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As medical duties typically aren't needed on a daily basis, you can keep paramedics dormant. Turn them on whenever combat or a large outbreak of [[disease]] hits. This analysis assumes that the [[mechanitor]] is conscious to turn them on -- a lone mechanitor should have one always ready, for example. Note that paramedics will feed prisoners as part of their work routines, which can help free up time for one's Wardens.
  
 
== Health ==
 
== Health ==

Revision as of 16:33, 28 October 2022

Paramedic

Paramedic

A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.

Base Stats

Type
Mechanoid
Market Value
800 Silver
Flammability
0%

Apparel

Armor - Sharp
20%
Armor - Blunt
10%
Armor - Heat
200%

Pawn Stats

Move Speed
3.8 c/s
Body Size
0.7
Mass
42 kg
Pack Capacity
24.5 kg
Carrying Capacity
53 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Creation

Crafted At
Mech gestator
Required Research
High mechtech
Resources to make
Steel 100 + High subcore 1

A paramedic is a mechanoid added by the Biotech DLC.

Summary

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. Enemy mechs do not require power, though will spawn dormant outside of a raid. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.

Paramedics are light mechanoids, and require 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.

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 wastepacks whenever the recharger's waste is filled up.

Paramedics will do tasks under the Doctoring tab, though can also feed prisoners. Paramedics have an effective Medical skill of 10. They will recuse pawns before tending to them. They have a Global Workspeed of 50% and naturally move slower than a human.

Abilities

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 be directed outside of the mechanitor's command radius. However, a paramedic must be within said radius when starting the jump.

They also have access to a firefoam pop pack equivalent. It takes 30 ticks (0.5 secs) to deploy, but then has a 5 day cooldown.

Analysis

Because of their base work speed, +50% slower than a human, paramedics are often a poor choice for tending a pawn who is in imminent danger. However, with a whole squad of injured pawns, paramedics help manage the entire group. Paramedics can't be controlled, but humans can. As only one pawn can tend to a specific person, order humans to patients with priority.

The mechanitor requirement of a long jump is restrictive, limiting its ability to be escape dangerous situations. Position your mechanitors wisely; you don't want them downed, but you want them close enough for paramedics (and combat mechs) to be effective.

With their firefoam pack and natural immunity to fire and heat, paramedics excel at firefighting. Paramedics can help cool off a burning building, which would be otherwise be too hot to firefight in. Paramedics are also useful for extricating a pawn in fire, when you want to preserve it, such as when burning an insectoid nest.

As medical duties typically aren't needed on a daily basis, you can keep paramedics dormant. Turn them on whenever combat or a large outbreak of disease hits. This analysis assumes that the mechanitor is conscious to turn them on -- a lone mechanitor should have one always ready, for example. Note that paramedics will feed prisoners as part of their work routines, which can help free up time for one's Wardens.

Health

Specify body type when known.


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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