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| research = High mechtech | | research = High mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 100 | | resource 1 amount = 100 | ||
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}} | }} | ||
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances. | A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances. | ||
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== Summary == | == Summary == | ||
− | {{Stub|section=1|reason= What can and can't they be ordered to do while drafted}} | + | {{Stub|section=1|reason=What can and can't they be ordered to do while drafted}} |
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | + | ===Work=== | |
− | + | Paramedics are light mechanoids, and require [[Research#{{P|Required Research}}|{{P|Required Research}}]] to be researched. They are created from a standard [[mech gestator]] with {{Required Resources}}, taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 1 cycle. A dead paramedic can be resurrected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | |
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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 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. 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 0}} that of a human, equivalent to a pawn in [[plate armor]]. | |
− | 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. | ||
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− | 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 | ||
− | === Abilities === | + | ===Abilities=== |
− | {{Image wanted|section=1|reason= | + | {{Image wanted|section=1|reason=Gizmo icons}} |
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge. | 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 [[rock chunk]]s and [[fence]]s, but not [[wall]]s. | *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 [[rock chunk]]s and [[fence]]s, but not [[wall]]s. | ||
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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. | 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 | + | 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, but then has a {{ticks/gametime|300000}} cooldown. |
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== Analysis == | == Analysis == | ||
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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 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. | ||
In any tending situation, paramedics have 3 main advantages: | 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 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 | + | *Paramedics are an extra hand - when you need a lot of things tended, mechs won't get in the way of your best doctors. |
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed. | *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. | 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 | + | Paramedics cannot tend to the field; they need a medical bed or sleeping spot in order to start treatment. If tending needs to be done urgently, then place a [[sleeping spot]] near any wounded colonists and set it to medical. |
===Nonurgent=== | ===Nonurgent=== | ||
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<!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --> | <!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --> | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! rowspan='2'| Control | + | ! rowspan='2'| Control Sublinks !! colspan='2' | [[Medical Tend Speed]] |
|- | |- | ||
! Base !! Mech Boosted | ! Base !! Mech Boosted | ||
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
== Gallery == | == Gallery == | ||
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* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping. | * [[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/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |