Difference between revisions of "Medicinemaker"

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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 ==
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{{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

Latest revision as of 02:39, 13 August 2024

Medicinemaker

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

Type
AnimalDryad
Flammability
70%

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 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
Technical
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]

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:  Ex.png
Attack:  Ex.png
Rescue:  Ex.png
Haul:  Ex.png

*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] Ex.png - Death
Tail 8 1 7% 7% Body Ex.png - -
Spine 20 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 16 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 12 1 3% 3% Body Check.png Blood Pumping
Death
Lung 12 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 12 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 16 1 3% 3% Body Check.png Digestion
Death
Neck 20 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 20 1 75% 2.25% Neck Ex.png - Death
Skull 20 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 8 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 8 2 12% 1.8% Head Ex.png 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 Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 8 1 10% 1.5% Head Ex.png - -
AnimalJaw 8 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 24 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 8 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 24 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 8 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost.
  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'.
  5. If Moving drops below 16% a pawn cannot move.
  6. 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.