Difference between revisions of "Doctoring"

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For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist: Emily.  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 get (70%*100%)*(1+((0/.2/100). That equates to 70%*1, or 70% chance of success. Yikes! Try to use the best meds and doctors to avoid complications or hold out until you have better ones.
 
For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist: Emily.  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 get (70%*100%)*(1+((0/.2/100). That equates to 70%*1, or 70% chance of success. Yikes! Try to use the best meds and doctors to avoid complications or hold out until you have better ones.
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== Doctoring strategies ==
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You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ wellbeing.
 +
 +
=== Triage ===
 +
You should have doctors prioritize treating patients according to their injury severity.
 +
 +
1. Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections.
 +
*Colonists about to die (<1 hour until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can patch them up in time.
 +
**Strip them to recover their clothes so they won't receive the deadman's apparel debuff. How you will treat the dead colonist is up to you.
 +
*Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them.
 +
*Colonists with 12 hours or more till death can wait.
 +
2. Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].
 +
3. *Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.
 +
 +
=== Medicine allocation ===
  
 
==To-do List (temporary)==
 
==To-do List (temporary)==

Revision as of 12:15, 29 May 2017

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Doctoring is a type of work performed by colonists assigned as a doctor on the Work menu. The Medicine skill is required and is the primary factor of their success.

Doctoring includes treating injuries, treating 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. 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. In Alpha 17 they can also treat themselves at 70% effectiveness, and prioritize more life-threatening wounds and illnesses over minor ones.

Skill

The Medicine skill is the center skill of doctoring in Rimworld. It directly multiplies the treatment quality, as well as the surgery success chance and healing speed, before other factors are taken in. All values in this table take post-processing into account where necessary.

Doctor Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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%
Base Healing Speed 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 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%

The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (this table needs updating for A17):

Colonist Medicine Skill Base Treatment Quality Manipulation [1] Sight [2] Final Treatment Quality [3]
A [4] 6 80% 100% 100% 80%
B [5] 18 200% 60% 30% 62.72%
C [6] 3 50% 190% 140% 109.51%
D [7] 11 130% 50% 100% 71.5%
  1. 90% importance in treatment quality
  2. 70% importance in treatment quality, but only effective up to 130%
  3. To 2 decimal places
  4. Healthy, practitioner in medicine
  5. Bad back, frail, and cataracts, visionary in medicine
  6. Fully bionic trauma savant, basic familiarity with medicine
  7. Missing an arm, strong expert with medicine


Medicines

Medicine is typically used to improve the results of doctoring, and therefore improve recovery from injuries and disease, as well as allowing the performing of surgery. Another perk to using medicine is that medicine is typically able to heal multiple injuries (depending on severity), which is something that 'dry-bandaging' can't do.

There are currently three types of medicine in RimWorld: the organic herbal medicine, the bog standard medicine, and the coveted glitterworld medicine - in order from least potent to most potent.

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.

For prisoners and guests the default is herbal medicine; colonists default to best care available.

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.

As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die.


Doctor care

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.

Attributes Medical Potency Market Value Mass (kg)
Values 30% N/A N/A

Treatment Quality

Doctor Level 0 3 6 9 12 15 18 20
Base Avg. Quality 6% 15% 24% 31.5% 36% 40.5% 45% 46.5%
Base Surgery Success - - - - - - - -



Herbal Medicine

Herbal medicine.png
Herbal medicine is an organic medicine which can be grown from healroot (previously known as Xerigium), 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 in the hands of a skilled and/or enhanced doctor. However, Herbal Medicine isn't powerful enough to reliably perform surgery at all, and you'll often fail regardless of surgeon ability.

Attributes Medical Potency Market Value Mass (kg)
Values 60% 12 0.35

Treatment Quality

Doctor Level 0 3 6 9 12 15 18 20
Base Avg. Quality 12% 30% 48% 63% 72% 81% 90% 93%
Base Surgery Success 12% 30% 48% 55.2% 57% 57.9% 58.8% 59.4%



Medicine

File:Medicine.png
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, or 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, but the risk will still be present.

It's not the best idea to excise cancerous growths regardless of enhancements, however, and that should be left to the power of Glitterworld Medicine.

Attributes Medical Potency Market Value Mass (kg)
Values 100% 18 0.5

Treatment Quality

Doctor Level 0 3 6 9 12 15 18 20
Base Avg. Quality 20% 50% 80% 100% 100% 100% 100% 100%
Base Surgery Success 20% 50% 80% 92% 95% 96.5% 98% 99%



Glitterworld Medicine

Glitterworld medicine.png
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).

Attributes Medical Potency Market Value Mass (kg)
Values 220% 100 0.5

Treatment Quality

Doctor Level 0 3 6 9 12 15 18 20
Base Avg. Quality 44% 100% 100% 100% 100% 100% 100% 100%
Base Surgery Success 44% 100% 100% 100% 100% 100% 100% 100%

Surgery

Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Any doctor can perform surgery (apart from excising carcinomas, which requires at least 10 medicine skill), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable on any level to actually use herbal medicine in surgery.

Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Consciousness, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used.

The basic surgery success chance formula is as follows:
S = (D*M)*(1+((C/0.2)/100))

Where S is Actual Surgery Success Chance, D is Doctor's Surgery Success Chance, M is Medical Potency, and C is room cleanliness.

For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist: Emily. 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 get (70%*100%)*(1+((0/.2/100). That equates to 70%*1, or 70% chance of success. Yikes! Try to use the best meds and doctors to avoid complications or hold out until you have better ones.

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/ wellbeing.

Triage

You should have doctors prioritize treating patients according to their injury severity.

1. Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections.

  • Colonists about to die (<1 hour until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can patch them up in time.
    • Strip them to recover their clothes so they won't receive the deadman's apparel debuff. How you will treat the dead colonist is up to you.
  • Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them.
  • Colonists with 12 hours or more till death can wait.

2. Colonists sick with deadly diseases should also receive priority care, especially those with wound infections or the plague. 3. *Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.

Medicine allocation

To-do List (temporary)

To-do list for this page (not in order, feel free to contribute):
  • Describe the treatment quality system
  • Sanitation: How it affects surgery, and infection likelihood.
  • Tables to detail 'Medicine' skill level in regards to medical performance in all aspects - in progress
    • Physical well-being's effect on this too