Defaults to best meds for colonists and herbal meds for everybody else. It is possible to change the default healthcare given to pawns. 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. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do. Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing the performing of surgery. See " Improving Skills" for more details. Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill.Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.×175 for animal patients, and ×500 for human patients. Patient XP Factor is a multiplier from the patient type.XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). ↑ Missing an arm, strong expert with medicine.↑ Fully bionic trauma savant, basic familiarity with medicine.↑ Bad back, frail, and cataracts, visionary in medicine.↑ 70% importance in treatment quality, effective up to 140%.↑ 90% importance in treatment quality, effective up to 140%.The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17): All values in this table take post-processing into account where necessary. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. The Medicine skill is the center skill of doctoring in RimWorld. Disabled by default, the self-tend option can be enabled in a pawn's Health-overview. The doctor's physical condition plays an important role, too.ĭoctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions.ĭoctors can "self-tend" at 70% effectiveness to treat their own wounds or illnesses. How well a colonist performs in Doctoring mainly depends on their medical skill, the quality of medicine used, and the cleanliness of the room in which they are operating. Colonists incapable of Caring will never perform doctor work.ĭoctor work assigns pawns to the following jobs: tending to patients, tending to self (if enabled), feeding patients, performing surgical operations, rescuing downed pawns or downed tamed animals, tending to and operating on animals, feeding ill animals, and cheering up patients. The Medical skill is the primary determinant for success. but yeah im curious if anyone else has run into this and if its intended.Doctoring is a type of work assigned to colonists from the Work menu. This is by no means a game breaking thing and regardless im still really enjoying this rimworld update. 4 is that its actually an undocumented change that archotech is just super bloody rare now. 3 is that the introduction of so many new and rare parts (link weapons and the new implants) have sort of minimized the Appearance rate of archotech way more than intended. 2 is that im dumb and skimmed over archotech drop rates in the patch notes. So im thinking 1 of 4 things has happened. Eventuraly i pulled up dev mode and just zapped my caravan to all around the planet and still a solid 0. considering the caravans that have come to me and the ones iv sent out its a bit off that in 30 or so different trade interactions that it came up with 0 parts. this is the 3rd time iv tried to do a big caravan to these same 6 after restocking. I sent out a big caravan trip to my local setlments and after visiting the 6 no one had a single part. Iv been playing a game since royalty came out and over the whole thing iv found 3 and only from trade ships. I was getting about 1 Archotech part every 3rd exotic goods ship and every 4th to 5th caravan (mine going to another settlement or an exotic trader coming to mine). Usually i caravan around and get them from trade ships without much issue. made for a bit of a thrill to obtain one and get a pawn who can flip a truck. Has anyone else noticed that they went from been rare to straight up non-existent? i might just be on a run of bad luck but i previously enjoyed collecting and using the parts allot.
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