![]() Parts of the code in this mod, and some of the content may be licensed by their original authors. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license. Do what you want, but give me credit.Īll original content (e.g. Īll original code in this mod is licensed under the MIT license. Please read this guide before creating a bug report,Īnd then create a bug report here Īll current and past versions of this mod can be downloaded from GitHub. If the treatment is not good enough, that's a bigger problem, and I'd like to know about what injuries are diagnosed badly. If the treatment is too good, make sure that it wasn't part of a batch treatment (see above). Some injuries might be diagnosed wrong, and receive medicine that is either not good enough or too good. If you have suggestions, I'm always willing to listen. I'm not quite happy with the UI yet, but for now it's functional. If you find any incompatibilities, please let me know! Mods that directly alter the available number of medical care options may cause issues, and I think I've seen such a mod at one point, but I've been unable to find it again. ![]() That means that the worst injury determines what medicine is used for the whole batch, and doctors may still use Glitterworld medicine for treating a bruise if they were treating a heart attack at the same time.Īs far as I know, the mod should be compatible with everything. I did not want to confuse them too much, so I've left that behaviour intact. The Pharmacists' advice for each of these can be set for Colonists, Guests, Prisoners and Animals separately with the 'Pharmacist' button on the main bar.ĭoctors out on the rim treat wounds in batches, and use the same medicine for each treatment in a batch. Operations (all implants, harvesting, etc.).Life-Threathening (extreme bleeding, heart attacks, etc.).Major (larger cuts, potentially lethal diseases).Minor (bruises, non-lethal diseases, small cuts).Four levels of injuries are distinguished Doctors will use the best medicine that is available, and that is at most the level of the targets' medical care setting and the pharmacists' advice. Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Medicinemakers are incapable of training.Not all injuries are equal pharmacist prescribes the right medicine for the job.Ĭan safely be enabled in an ongoing save-game, disabling will cause a one-time error message upon loading the save again for the first time. More information can be found on the animals page. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. *As of version, all animals can be tamed. if you need to grow your medicine stockpile fast or are working with very limited amounts of soil, medicinemakers are your best bet. This means a single gauranlen tree is effectively 100 tiles of soil, 72.8 tiles of rich soil, or 36.36 tiles of hydroponics basin worth of production. Medicinemakers are effectively 2 / day per dryad, which is equal to about 25 tiles of normal soil, 18.2 tiles of rich soil, or 9.09 tiles of hydroponics basin. Healroot naturally grows at a speed of 0.08 medicine / day in normal soil, 0.11 medicine / day in rich, and 0.22 / day in a hydroponics basin. Medicinemakers do have one niche, however they produce medicine SIGNIFICANTLY faster than growing it. So efficiencywise healroot is 1200 / per and medicinemakers are 1875 / perĪs the plants skill increases, the Pruning Speed improvements lag behind the gains from Plant Work Speed and Plant Harvest Yield (pruning speed goes from 100 to 112, whereas work speed goes from 100% to 238%, for example) the end result is that a high Plants pawn will take significantly less work to produce medicine via soil versus via dryad. With 4 dryads (the most efficient amount workwise) you produce 8 medicine per day, but that takes about 15000 ticks to do. However, if healroot is available, medicinemakers are always a less efficient way to get herbal medicine at Plants skill 8, healroot is 1200 ticks per medicine. This can be a way to obtain herbal medicine if none of your colonists have level 8 plants. Medicinemakers can be a potential alternative to growing healroot. The medicinemaker is completely ill-suited for combat and exists as an alternative to healroot for generating herbal medicine. Dryads can retreat to a healing pod in order to regenerate wounds this takes 3 days and heals all permanent injuries and bad conditions. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. All dryads, including the medicinemaker, are produced by a gauranlen tree.
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