Difference between revisions of "Paramedic"

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{{Biotech}}{{Stub}}
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{{Biotech}}  
 
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}}
 
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}}
 
{{infobox main|none|
 
{{infobox main|none|
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| min comfortable temperature = -100
 
| min comfortable temperature = -100
 
| max comfortable temperature = 250
 
| max comfortable temperature = 250
 +
| bandwidth cost = 1
 
| bodysize = 0.7
 
| bodysize = 0.7
 
| healthscale =  
 
| healthscale =  
| hungerrate = <!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details -->
 
 
| lifespan =  
 
| lifespan =  
| attack1dmg =  
+
| attack1dmg = 6
| attack1type =  
+
| attack1type = Blunt
| attack1cool =  
+
| attack1cool = 2.6
| attack1part =  
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| attack1part = Head
| attack1chancefactor =
 
 
| page verified for version = 1.4.3525
 
| page verified for version = 1.4.3525
 
<!-- Creation -->
 
<!-- Creation -->
 
| research = High mechtech
 
| research = High mechtech
 
| production facility 1 = Mech gestator
 
| production facility 1 = Mech gestator
 +
| gestation cycles = 1
 
| resource 1 = Steel
 
| resource 1 = Steel
 
| resource 1 amount = 100
 
| resource 1 amount = 100
Line 32: Line 32:
 
| resource 2 amount = 1
 
| resource 2 amount = 1
 
}}
 
}}
A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].
+
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances.
 +
 
 +
== Acquisition ==
 +
{{Acquisition}}
 +
 
 +
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect light mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||25}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
 
== Summary ==
 
== 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. 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.
+
{{Stub|section=1|reason= What can and can't they be ordered to do while drafted}}
 +
{{Mechanoid Summary}}
 +
 
 +
Dead paramedics may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||10}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the paramedic.
  
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.
+
=== Combat ===
 +
Paramedics can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.
  
 +
As mechs can't be tended to, paramedics are never found in mechanoid [[raid]]s.
 +
 +
=== As an ally ===
 
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.
 
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.
  
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 base [[Global Work Speed]] of 50% and naturally move slower than a human.
+
===Work===
 +
Paramedics will do all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed [[prisoner]]s as a warden.{{Check Tag|Firefighting?|Firefighting is listed in their work. Does this mean they'll fight fires as a pawn would. Priorities? Firefighting over doctor and then as the Work tab organised jobs}} Paramedics have an effective [[Medical]] skill of 10. They will rescue pawns before tending to them.  
  
===Abilities===
+
They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 2}} that of a human, equivalent to a baseline human in [[plate armor]].
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 {{ticks|30}} to deploy, but then has a 5 day cooldown.
+
=== Abilities ===
 +
{{Image wanted|section=1|reason=AoE images in the standard style of the jump range and the burst}}
 +
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.
 +
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s.
 +
*There is a short {{ticks|30}} warm-up before jumping, and a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}}
 +
*It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.
 +
Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is present and not [[downed]] or in a [[mental break]]. Paramedics can carry a [[downed]] pawn with them during this jump.
 +
 
 +
They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown.
 +
 
 +
<gallery>
 +
MechLongJump.png|The on-screen gizmo to initiate a long jump
 +
MechFirefoamPop.png|The on-screen gizmo to initiate a firefoam pop
 +
</gallery>
  
 
== Analysis ==
 
== Analysis ==
Because of their slow base work speed, paramedics are initially a poor choice for tending a pawn in imminent danger. However, with a [[mech booster]] in your hospital and some [[control sublink (standard)|control sublink]]s, paramedics will work much faster, eventually surpassing a human of the same skill. Regardless, when dealing with a whole squad of injured pawns, paramedics are potentially vital in managing the entire group.
+
{{Stub|section=1|reason=Need analysis on what it takes to reach 98% (i.e. max) success chance for ops for each medicine type. Reports that herbal need Leg. Hospital Bed, Vitals monitor, lit and sterile but needs verification and expansion}}
 +
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest.
  
Paramedics are inferior to pawns with higher Medical skill, in the cases of urgent care and surgery. Paramedics can't be controlled, but humans can. Direct colonists to priority patients, as only 1 doctor can tend to a single patient.
+
In any tending situation, paramedics have 3 main advantages:
 +
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors.
 +
*Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.
 +
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.
 +
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanitors should keep paramedics active, and consider having more than one.
  
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.
+
Paramedics cannot tend while [[draft]]ed; they need an empty medical-set bed or [[sleeping spot]] in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to ''Doctor care but no medicine'' so that the paramedic doesn't waste time hauling medicine from your base.
  
===Abilities===
+
===Nonurgent===
The mechanitor requirement of a long jump is restrictive. While it's still great for escaping dangerous situations, it is still limited.. 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 a [[cleanliness|clean]], [[Light|well-lit]] hospital with a high quality [[hospital bed]], a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.
  
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.
+
If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and [[disease]].
 +
 
 +
===Firefighting and rescue===
 +
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.
 +
 
 +
Due to the flexibility of the long jump, paramedics are useful for rescuing pawns.
 +
*A paramedic takes up 1 [[bandwidth]]. A human combatant, who would otherwise be "lost" rescuing, almost certainly makes up for the loss of [[militor|combat mech]]s from a single bandwidth.
 +
 
 +
== Work Speed ==
 +
{{Rewrite|reason=Verify numbers for tend speed}}
 +
The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]], which is 50%. A [[mech booster]]'s effect increases work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters.  
 +
 
 +
All values are for 50%+ lighting conditions.
 +
 
 +
<!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same -->
 +
{| class="wikitable"
 +
! rowspan='2'| Control<br>Sublinks !! colspan='2' | [[Medical Tend Speed]]
 +
|-
 +
! Base !! Mech Boosted
 +
|-
 +
| 0 || 50% || 75%
 +
|-
 +
| 1 || 56% || 81%
 +
|-
 +
| 2 || 62% || 87%
 +
|-
 +
| 3 || 68% || 93%
 +
|-
 +
| 4 || 74% || 99%
 +
|-
 +
| 5 || 80% || 105%
 +
|-
 +
| 6 || 86% || 111%
 +
|-
 +
|}
 +
 
 +
A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 [[archotech arm]]s, will beat a mech-boosted Paramedic with maximum sublinks.
  
 
== Health ==
 
== Health ==
Specify body type when known.
+
=== Body parts ===
{{Animal Health Table}}
+
{{Animal Health Table|Mech_Light}}
 +
 
 +
== Gallery ==
 +
<gallery>
 +
Paramedic east.png| Age 0-99 Paramedic facing east
 +
Paramedic north.png| Age 0-99 Paramedic facing north
 +
Paramedic south.png| Age 0-99 Paramedic facing south
 +
</gallery><gallery>
 +
ParamedicAncient east.png| Age 100+ Paramedic facing east
 +
ParamedicAncient north.png| Age 100+ Paramedic facing north
 +
ParamedicAncient south.png| Age 100+ Paramedic facing south
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 +
* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping.
 +
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Paramedics not fighting fires automatically. 
  
 
{{nav|mechanoid|wide}}
 
{{nav|mechanoid|wide}}
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Latest revision as of 12:16, 24 November 2024

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%

Mechanoid

Bandwidth Cost
1

Armor

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)

Melee Combat

Attack
Head
6 dmg (Blunt)
9 % AP
2.6 second cooldown
Average DPS
1.43

Creation

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

A paramedic is a mechanoid added by the Biotech DLC that can perform doctoring duties, fight fires, and jump long distances.

Acquisition[edit]

Paramedics can be gestated by a mechanitor at a mech gestator once the high mechtech research project has been completed. Note that this research requires a powerfocus chip to unlock. Each requires Steel 100 Steel, High subcore 1 High subcore and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate. They take up 1 bandwidth from their linked mechanitor.

Dead, friendly paramedics can also be resurrected at the mech gestator using the "Resurrect light mechanoid" bill. This requires the corpse of the friendly Paramedic, Steel 25 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.

Summary[edit]

As mechanoids, every paramedic is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

Dead paramedics may be shredded at the machining table or crafting spot for Steel 10 steel. However, these values are affected by mechanoid shredding efficiency, as well as missing parts on the paramedic.

Combat[edit]

Paramedics can only make melee attacks. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

As mechs can't be tended to, paramedics are never found in mechanoid raids.

As an ally[edit]

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.

Work[edit]

Paramedics will do all work under the Doctoring tab, such as surgery, tending, and rescue. They will also feed prisoners as a warden.[Firefighting?] Paramedics have an effective Medical skill of 10. They will rescue pawns before tending to them.

They have a base Global Work Speed of 50% and have a base move speed 83% that of a human, equivalent to a baseline human in plate armor.

Abilities[edit]

When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge.

  • It can jump to any tile in line of sight and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over stone chunks and fences, but not walls.
  • There is a short 30 ticks (0.5 secs) warm-up before jumping, and a 480 ticks (8 secs) cooldown after each jump.[Verify]
  • It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during the warmup.

Unlike regular movement, the long jump can both be initiated and land outside of the mechanitor's command radius, with no restrictions so long as the mechanitor is present and not downed or in a mental break. Paramedics can carry a downed pawn with them during this jump.

They also have the ability to release a 3.5-tile radius burst of firefoam on command, putting out fires, preventing the spread of other fires, and reducing the flammability of pawns in the area to 0%. It takes 30 ticks (0.5 secs) to deploy. It has no reload cost, but has a 300,000 ticks (5 in-game days) cooldown.

Analysis[edit]

Paramedics work slowly without a mech booster. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost any human doctor for patients who are critically bleeding out, and paramedics for the rest.

In any tending situation, paramedics have 3 main advantages:

  • Paramedics do not suffer from mental breaks, can never get diseases, and will rarely get wounded - all factors that can weaken or disable human doctors.
  • Paramedics are an extra hand. When you have a lot of injuries to tend to, your 'main' doctors' hands may be full. Having a mech tend is better than no tending at all.
  • Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed.

You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanitors should keep paramedics active, and consider having more than one.

Paramedics cannot tend while drafted; they need an empty medical-set bed or sleeping spot in order to rescue pawns and start treatment. If tending needs to be done urgently, then place a sleeping spot near any wounded colonists and set it to medical. In these situations, you should temporarily set the pawn to Doctor care but no medicine so that the paramedic doesn't waste time hauling medicine from your base.

Nonurgent[edit]

With a clean, well-lit hospital with a high quality hospital bed, a paramedic can reach the 98% surgery success chance cap of a human. They cannot clean their own hospitals, are slower to heal injuries caused by surgery failures, and rely much more on the quality of the hospital than high skill humans.

If no doctors are above Medical 10, or when playing with a solo colonist, then a paramedic is the obvious choice for surgery and disease.

Firefighting and rescue[edit]

With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.

Due to the flexibility of the long jump, paramedics are useful for rescuing pawns.

  • A paramedic takes up 1 bandwidth. A human combatant, who would otherwise be "lost" rescuing, almost certainly makes up for the loss of combat mechs from a single bandwidth.

Work Speed[edit]

The Medical Tend Speed of a paramedic is dependent on their Global Work Speed, which is 50%. A mech booster's effect increases work speed to 75%. Each control sublink installed in their Mechanitor increases the work speed by +6%, up to a maximum of +36%. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters.

All values are for 50%+ lighting conditions.

Control
Sublinks
Medical Tend Speed
Base Mech Boosted
0 50% 75%
1 56% 81%
2 62% 87%
3 68% 93%
4 74% 99%
5 80% 105%
6 86% 111%

A healthy, skill 2 colonist beats a base paramedic in terms of tend speed. A skill 6 colonist will beat a mech-boosted paramedic with no sublinks. A skill 12 colonist, or skill 6 with 2 archotech arms, will beat a mech-boosted Paramedic with maximum sublinks.

Health[edit]

Body parts[edit]


Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Thorax 40 1 100% 40% N/A[4] Ex.png - Death
Will never take permanent injury
Neck 30 1 10% 2% Thorax Ex.png Communication Death
Will never take permanent injury
Head 30 1 80% 4.6% Neck Ex.png - Death
Will never take permanent injury
Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
Will never take permanent injury
Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury
Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury
Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
Will never take permanent injury
Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
Will never take permanent injury
Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
Will never take permanent injury
Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Gallery[edit]

Version history[edit]

  • Biotech DLC Release - Added.
  • 1.4.3541 - Fix: Paramedic mechs can't carry pawns while jumping.
  • 1.4.3542 - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice.
  • 1.4.3641 - Fix: Paramedics not fighting fires automatically.