Editing Doctoring
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 1: | Line 1: | ||
− | {{Rewrite|reason = Cleanup, fact check, [[Template:Verified|verification]]}} | + | {{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}} |
+ | {{Stub|reason = Sanitation - How it affects surgery, and infection likelihood; Physical well-being's effect on this too; Hospital design}} | ||
{{TOCright}} | {{TOCright}} | ||
+ | '''Doctoring''' is a type of work performed by colonists assigned as a doctor in the [[Work|Work menu]]. The [[Medical]] skill is required and is the primary factor for success. Colonists incapable of Caring cannot perform doctor tasks. | ||
− | + | Doctoring includes treating injuries and diseases, performing surgical operations, and taking care of patients (entertaining and feeding). How well a colonist performs in doctoring mainly depends on their medicine skill and medicine used, but their physical well-being plays an important role too: A healthy colonist with a lower medicine skill will perform better at doctoring than a colonist with a missing arm or eye and a higher medicine skill. Similarly, a doctor on consciousness-reducing [[drugs]] won't perform as well as a sober doctor. The speed at which a doctor performs medical operations is shown by the [[Medical Operation Speed]] stat. | |
− | + | Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions. <br> | |
+ | They can treat themselves at 70% effectiveness. Disabled by default, the self-tend option can be enabled on Health | Overview. | ||
− | + | ==Skill== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Skill == | ||
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. All values in this table take post-processing into account where necessary. | The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. All values in this table take post-processing into account where necessary. | ||
+ | <div><li style="display: inline-table;"> | ||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Doctor Level | + | !Doctor Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 |
− | ! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20 | ||
|- | |- | ||
− | ! Base Treatment Quality | + | !Base Treatment Quality |
− | | 20% || 30% || 40% || 50% || 60% || 70% || 80% || 90% || 100% || 105% || 110% || 115% || 120% || 125% || 130% || 135% || 140% || 145% || 150% || 152.5% || 155% | + | | 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 90% || | 100% || | 105% || | 110% || | 115% || | 120% || | 125% || | 130% || | 135% || | 140% || | 145% || | 150% || | 152.5% || | 155% |
|- | |- | ||
− | ! Base Healing Speed | + | !Base Healing Speed |
− | | 40% || 46% || 52% || 58% || 64% || 70% || 76% || 82% || 88% || 94% || 100% || 106% || 112% || 118% || 124% || 130% || 136% || 142% || 148% || 152% || 160% | + | | 40% || | 46% || | 52% || | 58% || | 64% || | 70% || | 76% || | 82% || | 88% || | 94% || | 100% || | 106% || | 112% || | 118% || | 124% || | 130% || | 136% || | 142% || | 148% || | 152% || | 160% |
|- | |- | ||
− | ! Base Surgery Success Chance | + | !Base Surgery Success Chance |
− | | 20% || 30% || 40% || 50% || 60% || 70% || 80% || 85% || 90% || 92% || 93% || 94% || 95% || 95.5% || 96% || 96.5% || 97% || 97.5% || 98% || 98.5% || 99% | + | | 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 85% || | 90% || | 92% || | 93% || | 94% || | 95% || | 95.5% || | 96% || | 96.5% || | 97% || | 97.5% || | 98% || | 98.5% || | 99% |
|} | |} | ||
Line 32: | Line 29: | ||
{| {{STDT| sortable c_10 text-center}} | {| {{STDT| sortable c_10 text-center}} | ||
− | ! Colonist | + | !Colonist !! Medicine Skill !! Base Treatment Quality !! Manipulation <ref>90% importance in treatment quality, effective up to 140%</ref> !! Sight <ref>70% importance in treatment quality, effective up to 140%</ref> !! Final Treatment Quality <ref>To 2 decimal places</ref> |
− | ! Medicine Skill | ||
− | ! Base Treatment Quality | ||
− | ! Manipulation <ref>90% importance in treatment quality, effective up to 140%</ref> | ||
− | ! Sight <ref>70% importance in treatment quality, effective up to 140%</ref> | ||
− | ! Final Treatment Quality <ref>To 2 decimal places</ref> | ||
|- | |- | ||
− | ! A <ref>Healthy, practitioner in medicine</ref> | + | !A <ref>Healthy, practitioner in medicine</ref> |
− | | 6 || 80% || 100% || 100% || '''80%''' | + | | 6 || | 80% || | 100% || | 100% || | '''80%''' |
|- | |- | ||
− | ! B <ref>Bad back, frail, and cataracts, visionary in medicine</ref> | + | !B <ref>Bad back, frail, and cataracts, visionary in medicine</ref> |
− | | 18 || 200% || 60% || 30% || '''62.72%''' | + | | 18 || | 200% || | 60% || | 30% || | '''62.72%''' |
|- | |- | ||
− | ! C <ref>Fully bionic trauma savant, basic familiarity with medicine</ref> | + | !C <ref>Fully bionic trauma savant, basic familiarity with medicine</ref> |
− | | 3 || 50% || 190% || 140% || '''89.6%''' | + | | 3 || | 50% || | 190% || | 140% || | '''89.6%''' |
|- | |- | ||
− | ! D <ref>Missing an arm, strong expert with medicine</ref> | + | !D <ref>Missing an arm, strong expert with medicine</ref> |
− | | 11 || 130% || 50% || 100% || '''71.5%''' | + | | 11 || | 130% || | 50% || | 100% || | '''71.5%''' |
|} | |} | ||
<references/> | <references/> | ||
+ | </li><div> | ||
− | {{Medicine Experience Gain Table|{{STDT| c_10 text-center}} }} | + | {{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}} |
== Medicines == | == Medicines == | ||
Line 63: | Line 56: | ||
It is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.{{Check Tag|Detail|How do you do it, what options are available etc. Doesn't necessarily have to be here, but should at least link to the right place.}} | It is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.{{Check Tag|Detail|How do you do it, what options are available etc. Doesn't necessarily have to be here, but should at least link to the right place.}} | ||
− | === Treatment | + | === Treatment Options === |
+ | |||
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. | Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. | ||
For prisoners and guests the default is herbal medicine; colonists default to best care available. | For prisoners and guests the default is herbal medicine; colonists default to best care available. | ||
− | In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. | + | In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. |
− | === No medical care === | + | ===No medical care=== |
Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them. | Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them. | ||
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die. | As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die. | ||
− | === Doctor care, but no medicine === | + | ---- |
− | [[File:Doctor care but no medicine.png| | + | ===Doctor care, but no medicine=== |
+ | [[File:Doctor care but no medicine.png|none]] | ||
+ | |||
Sometimes when supplies are short, or you need to save your stocks of medicine for better purposes, doctors will attempt to improvise a treatment. '''Note''' that it is not possible to do surgeries without medicine, and treatment is much slower than with any form of medicine, especially being unable to treat multiple wounds in a single treatment. Expect many infections from the poor treatment quality. | Sometimes when supplies are short, or you need to save your stocks of medicine for better purposes, doctors will attempt to improvise a treatment. '''Note''' that it is not possible to do surgeries without medicine, and treatment is much slower than with any form of medicine, especially being unable to treat multiple wounds in a single treatment. Expect many infections from the poor treatment quality. | ||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Attributes | + | !Attributes !! Medical Potency !! Market Value !! Mass (kg) |
− | ! Medical Potency | ||
|- | |- | ||
− | ! Values | + | !Values |
− | | 30% | | + | | 30% || | N/A || | N/A |
|} | |} | ||
− | + | ====Treatment Quality==== | |
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Doctor Level | + | !Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 |
− | ! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 | ||
|- | |- | ||
− | ! Base Avg. Quality | + | !Base Avg. Quality |
− | | 6% || 15% || 24% || 31.5% || 36% || 40.5% || 45% || 46.5% | + | | 6% || | 15% || | 24% || | 31.5% || | 36% || | 40.5% || | 45% || | 46.5% |
|- | |- | ||
− | ! Base Surgery Success | + | !Base Surgery Success |
− | | - || - || - || - || - || - || - || - | + | | - || | - || | - || | - || | - || | - || | - || | - |
|} | |} | ||
− | === Herbal | + | |
− | [[ | + | ---- |
− | + | ||
+ | ===Herbal Medicine=== | ||
+ | [[File:Herbal_medicine.png]]<br> | ||
+ | Herbal medicine is an organic medicine which can be grown from [[healroot]] , or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles. | ||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Attributes | + | !Attributes !! Medical Potency !! Market Value !! Mass (kg) |
− | ! Medical Potency | ||
|- | |- | ||
− | ! Values | + | !Values |
− | | | + | | 60% || | 10 || | 0.35 |
|} | |} | ||
− | + | ====Treatment Quality==== | |
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Doctor Level | + | !Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 |
− | ! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 | ||
|- | |- | ||
− | ! Base Avg. Quality | + | !Base Avg. Quality |
− | | 12% || 30% || 48% || 63% || 72% || 81% || 90% || 93% | + | | 12% || | 30% || | 48% || | 63% || | 72% || | 81% || | 90% || | 93% |
|- | |- | ||
− | ! Base Surgery Success | + | !Base Surgery Success |
− | | 12% || 30% || 48% || 55.2% || 57% || 57.9% || 58.8% || 59.4% | + | | 12% || | 30% || | 48% || | 55.2% || | 57% || | 57.9% || | 58.8% || | 59.4% |
|} | |} | ||
− | === Medicine === | + | |
− | [[ | + | ---- |
− | Standard | + | |
+ | ===Medicine=== | ||
+ | [[File:Medicine.png]]<br> | ||
+ | Standard medicine is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. | ||
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness. | Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness. | ||
Line 132: | Line 130: | ||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Attributes | + | !Attributes !! Medical Potency !! Market Value !! Mass (kg) |
− | ! Medical Potency | ||
|- | |- | ||
− | ! Values | + | !Values |
− | | | + | | 100% || | 18 || | 0.5 |
|} | |} | ||
− | + | ====Treatment Quality==== | |
− | |||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Doctor Level | + | !Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 |
− | ! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 | ||
|- | |- | ||
− | ! Base Avg. Quality | + | !Base Avg. Quality |
− | | 20% || 50% || 80% || 100% || 100% || 100% || 100% || 100% | + | | 20% || | 50% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% |
|- | |- | ||
− | ! Base Surgery Success | + | !Base Surgery Success |
− | | 20% || 50% || 80% || 92% || 95% || 96.5% || 98% || 99% | + | | 20% || | 50% || | 80% || | 92% || | 95% || | 96.5% || | 98% || | 99% |
|} | |} | ||
− | |||
− | |||
− | [[ | + | ---- |
+ | |||
+ | ===Glitterworld Medicine=== | ||
+ | [[File:Glitterworld_medicine.png]]<br> | ||
+ | Glitterworld Medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations. | ||
Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former). | Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former). | ||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Attributes | + | !Attributes !! Medical Potency !! Market Value !! Mass (kg) |
− | ! Medical Potency | ||
|- | |- | ||
− | ! Values | + | !Values |
− | | | + | | 160% || | 50 || | 0.5 |
|} | |} | ||
− | + | ====Treatment Quality==== | |
− | |||
{| {{STDT| c_10 text-center}} | {| {{STDT| c_10 text-center}} | ||
− | ! Doctor Level | + | !Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 |
− | ! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 | ||
|- | |- | ||
− | ! Base Avg. Quality | + | !Base Avg. Quality |
− | | 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% | + | | 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% |
|- | |- | ||
− | ! Base Surgery Success | + | !Base Surgery Success |
− | | 32% || 80% || 100% || 100% || 100% || 100% || 100% || 100% | + | | 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% |
|} | |} | ||
Line 185: | Line 179: | ||
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. | ||
− | == | + | == Surgery == |
− | + | [[File:Installing bionic arm.png|right|300px]] | |
+ | Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Any doctor can perform most types of surgery (excising carcinomas requires 10 medical skill), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable to use herbal medicine in surgery unless you have an exceptionally good doctor. | ||
− | + | === Available targets === | |
− | + | Surgeons can perform surgery on colonists, prisoners or guests. Performing any kind of violating surgery (such as organ removal) on guests will anger the faction. <br> | |
+ | Tamed animals can be operated on as well, though there are limited options. [[Injury#Incapacitation|Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot. | ||
− | + | Surgeons can also perform a 'medical' operation on downed mechanoids to remove body parts and to shut them down for good. | |
− | |||
− | + | === Improving success === | |
+ | The difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a 167% increase in surgical success rate. Room quality has a great impact, too. | ||
− | + | Due to the 98% success cap, using glitterworld medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, unskilled doctors). Beyond that point, industrial medicine is sufficient for the purposes of surgery. | |
− | + | == Surgery sucess == | |
− | : | + | {{Rewrite | reason = Formulae need to be double-checked, reconciled with each other and cleaned up; values here contradict values in other articles (e.g. "outside" base 60% or 85%?), where are bed factors added?}} |
+ | Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used. | ||
− | + | '''The formula (simplified from the game's code) for the room cleanliness' effect on surgery success chance is effectively as follows''' ... | |
+ | : C = 0.6 + (0.9 * ((c + 5) / 10)) | ||
+ | : if C < 0.6, then C = 0.6 | ||
+ | : or if C > 1.5, then C = 1.5 | ||
+ | : ...where C is Room Cleanliness Factor; and c is room cleanliness. | ||
− | ' | + | Surgery success chance is measured based on the medical bed/ sleeping spot's location. |
− | |||
− | + | '''The basic surgery success chance formula for the surgeon is as follows... | |
+ | * S = min(0.98, (D*M)*C) | ||
+ | : ...where S is Actual Surgery Success Chance; D is Doctor's [[Surgery Success Chance]]; M is Medical Potency; C is Room Cleanliness Factor, and min is a function that selects the minimum of the two options separated by a comma. | ||
− | ''' | + | '''Note that this means that all surgeries have a minimum 2% chance of failure no matter the skill of the doctor, quality of the hospital, or even [[inspirations]] present.''' |
− | |||
− | + | For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist. His base success chance is 70%, and he is using regular medicine, with a potency of 100%. The hospital in use has a cleanliness stat of 0 with clean wood floor. | |
− | : | + | If we plug in the numbers, we have to split the equation into two parts: room cleanliness, and getting the actual, surgery success chance. |
− | :* | + | :* C = 0.6 + (0.9 * ((0 + 5) / 10)) = 1.05 |
− | :* | + | :* S = (0.7 * 1) * 1.05 = 0.735 |
− | |||
− | + | So John only has a 73.5% chance of successfully completing an operation, yikes! | |
− | |||
− | |||
− | |||
− | + | Keep in mind that this will be further affected by the success chance of the particular operation being performed - inherently difficult operations like removing a carcinoma will be lower success chance, easier ones like harvesting organs will have a higher success chance, and in the case of anaesthetize and especially euthanize by cut, only doctors who are both incompetent and unlucky will ever fail them. | |
− | |||
− | The | + | The environment where the surgery is performed also has an effect on the overall [[Surgery Success Chance Factor|surgery success chance]]. Unsurprisingly, good light is also an important factor in optimizing your odds; 50% or better light (easily achievable with standard [[standing lamp]]s) is the goal. |
− | |||
− | |||
− | + | In any environment defined as "outdoors", the success factor is always 60% no matter how clean the surroundings are. | |
− | |||
− | + | To find out the success chance of a specific operation, multiply the result from the previous formula by the surgery success chance in the info tab for that operation. | |
− | |||
− | |||
− | |||
− | === | + | === Surgery failure === |
− | + | If a surgery fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of surgery, while for the aptly named ridiculous ones they can be found anywhere in the body. | |
− | + | There are 3 kinds of surgery failure in-game. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | There are 3 kinds of | ||
*Minor: Deals a little damage, and will not destroy any body parts. | *Minor: Deals a little damage, and will not destroy any body parts. | ||
*Catastrophic: Deals great damage, and usually destroys body parts outright. | *Catastrophic: Deals great damage, and usually destroys body parts outright. | ||
*Ridiculous: Deals great damage scattered across the entire body. | *Ridiculous: Deals great damage scattered across the entire body. | ||
− | In addition, each | + | In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | + | ==Sanitation== |
− | The | + | The cleanliness rating of a room has a major impact on the infection chance of a pawn, and a comparatively minor, but still significant impact on the success chance of surgery. It also affects other things, like research speed and food poisoning chance |
− | |||
− | |||
− | + | Infection | |
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. Averting death by a thousand cuts will quickly become agonizing death by 100 infections in such circumstances. | When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. Averting death by a thousand cuts will quickly become agonizing death by 100 infections in such circumstances. | ||
Line 336: | Line 250: | ||
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. | ||
− | == | + | == 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. | ||
Line 375: | Line 289: | ||
=== Hospital design === | === Hospital design === | ||
− | [[File:8 hospital beds compact.png|150px|thumb| | + | [[File:8 hospital beds compact.png|150px|thumb|left|Compact placement of 8 hospital beds around a [[vitals monitor]].]] |
− | {{Stub|section=1 | + | {{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]]. | ||
Line 387: | Line 301: | ||
* 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. | ||
− | |||
− | |||
[[Category:Health]] | [[Category:Health]] |