Difference between revisions of "Medicinemaker"
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− | {{Ideology}} | + | {{Ideology}} |
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| page verified for version = 1.3.3066 | | page verified for version = 1.3.3066 | ||
| name = Medicinemaker | | name = Medicinemaker | ||
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== Summary == | == Summary == | ||
+ | {{Stub|section =1|reason=Production mechanics}} | ||
{{Dryad Summary}} | {{Dryad Summary}} | ||
The medicinemaker is completely ill-suited for combat and exists as an alternative to [[healroot]] for generating herbal medicine. | The medicinemaker is completely ill-suited for combat and exists as an alternative to [[healroot]] for generating herbal medicine. | ||
− | ==Analysis== | + | == Analysis == |
− | |||
Medicinemakers can be a potential alternative to growing [[Healroot|healroot]]. This can be a way to obtain herbal medicine if none of your colonists have level 8 [[Skills#Plants|plants]]. | Medicinemakers can be a potential alternative to growing [[Healroot|healroot]]. This can be a way to obtain herbal medicine if none of your colonists have level 8 [[Skills#Plants|plants]]. | ||
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. With 4 dryads (the most efficient amount workwise) you produce 8 medicine per day, but that takes about 15000 ticks to do. So efficiencywise healroot is 1200 / per and medicinemakers are 1875 / per | 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. With 4 dryads (the most efficient amount workwise) you produce 8 medicine per day, but that takes about 15000 ticks to do. So efficiencywise healroot is 1200 / per and medicinemakers are 1875 / per | ||
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Medicinemakers are incapable of training. | Medicinemakers are incapable of training. | ||
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== Health == | == Health == | ||
− | {{Animal Health Table}} | + | {{Animal Health Table|QuadrupedAnimalWithPawsAndTail}} |
== Version history == | == Version history == |
Latest revision as of 02:39, 13 August 2024
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Medicinemaker
A dryad caste specialized in medicine production. Together with its Gauranlen tree, this dryad can generate medicinal herbs on an ongoing basis. However, it is slow and ineffective at work or combat.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.
Base Stats
Pawn Stats
- Move Speed
- 3 c/s
- Health Scale
- 80% HP
- Body Size
- 0.667
- Mass - Baby
- 8.004 kg
- Mass - Juvenile
- 20.01 kg
- Mass - Adult
- 40.02 kg
- Carrying Capacity
- 50 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 80 years
- Manhunter Chance
- 100%
- Trainable Intelligence
- None
- Wildness
- 0%
- Comfortable Temp Range
- -50 °C – 50 °C (-58 °F – 122 °F)
Production
- Meat Yield
- 4 immature dryad meat
Melee Combat
- Attack 1
- Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.25
- tradeTags
- AnimalDryad
Medicinemaker are a caste of Dryads, a type of animal added by the Ideology DLC that generates herbal medicine x4 every two days.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Production mechanics. |
All dryads, including the medicinemaker, are produced by a gauranlen tree. 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. Dryads cannot die from blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.
The medicinemaker is completely ill-suited for combat and exists as an alternative to healroot for generating herbal medicine.
Analysis[edit]
Medicinemakers can be a potential alternative to growing healroot. This can be a way to obtain herbal medicine if none of your colonists have level 8 plants. 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. With 4 dryads (the most efficient amount workwise) you produce 8 medicine per day, but that takes about 15000 ticks to do. So efficiencywise healroot is 1200 / per and medicinemakers are 1875 / per As 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.
Medicinemakers do have one niche, however; they produce medicine SIGNIFICANTLY faster than growing it. 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 are effectively 2 / day per dryad, which is equal to about 25 tiles of normal soil, 18.2 [19] tiles of rich soil, or 9.09 [10] tiles of hydroponics basin. This means a single gauranlen tree is effectively 100 tiles of soil, 72.8 [73] tiles of rich soil, or 36.36 [37] tiles of hydroponics basin worth of production. if you need to grow your medicine stockpile fast or are working with very limited amounts of soil, medicinemakers are your best bet.
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Medicinemakers are incapable of training.
Health[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Body | 32 | 1 | 100% | 21% | N/A[4] | - | Death | |
Tail | 8 | 1 | 7% | 7% | Body | - | - | |
Spine | 20 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 16 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 12 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 12 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 12 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 16 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 20 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
Head | 20 | 1 | 75% | 2.25% | Neck | - | Death | |
Skull | 20 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 8 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 8 | 2 | 12% | 1.8% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 9.6 | 2 | 8% | 1.2% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 8 | 1 | 10% | 1.5% | Head | - | - | |
AnimalJaw | 8 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
Front Paw | 8 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
Rear Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Paw | 8 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3076 - Increase medicinemaker dryad production from 3 to 4 herbal meds per batch. Fix: Dryads are affected by disease incidents.