![]() One of the things that is drilled into a new players head is the underrated vitalness of a cleaner. So let’s start with “why I don’t build floors.” So I believe this information should be pretty widely applicable. In general, this information is drawn off play experience, or the play experience of others on Cass/merciless, almost exclusively in vanilla settings (I don’t believe things like Moody have hidden game mechanic altering features, at least.). From “mildly curious” to “turns merciless raids into basebuilder” to “useful information for ethical players” hopefully this series will have something for everyone. This hospital is likely too small at this point - I've had to use the prisoner hospital at least once already, but it is just a click and a few more meters to walk.Figured I would share some of the ‘unintended mechanics’ I and kakarotultrainstinct have learned over our time playing this game. ![]() (1hr they might be screwed - I don't have death ratte turned on right now.)Īnd the bedrooms closest tothe hospital are all of the pawns with Doctoring turned on, so if they do piss off andgo to bed (I don't have that mod turned on either and now I'm wondering why not), then there isn't a long walk/run for a doc to wake up. I don't tend to have a lot of "donor" organs laying around ) )Ĭan't say it is the best? But it works especially when a colonist is brought in with death in 2hrs or less. The room below and to the right is normally the workroom - wall friges for biodegradable organs (which I' play goodguy, sooo. (yes I know there are pharmacists options, but even then I'm very picky, pickier thanthe mod-tool I think). One rack of herbal, one of normal - glittermeds I keep forbidden so they don't waste them. ) Normally I would not have the drug and bionics table in the same room, but the medicine table there seems to be working well, as well as the methadone / antibiotics. theyre all rats nests :/ I am just not good at building bases) Ī large hospital bay with its own heating and cooling control, I don't keep TVs in them, because it seems to me to encourage the colonists to get to know eachother (running Psychology mod, that might be where the "cheering up patient" actioni s coming from but idk) so I don't have rivals in the colony. If I can find a screenshot of my hospital layouts that isn't in a rats' nest, I'll link that, otherwise likely stuck with this screenshot: (yup, i checked. There are only an extremely few cases, where it can be used and even those are mostly meaningless situations. TVs are unneccecery, if the patients are seriously injured, they will either faint, require anesthezia or sleep straight up, while they're recovering. An extra small room isn't that hard to achieve nedt to the hospital area. Not sure about if a room has both room factors, will the bonuses be kept (medical bed / reserch bench) or just one of them will remain. Requirement are at least some sterile tile in the room. If a room is called 'laboratory', it gives 9% reserch speed bonus for stuff inside that room. Separate rooms separate the dirt factor and the area will remain categorized as 'clean' at least. Separate rooms are only recommended on larger colonies, like 20-30+ people, because if 10 of them are injured, then they will quickly stain the are with their blood and the summarized 'dirt' will reduce the cleanliness of the hospital quickly and it naturally endangers the patients, getting infections while getting treted. If the room is calles 'hospital', it gives medical bonuses (I'm not sure about the exact numbers.) Originally posted by JustAnL:I remember somebody said they had seperate rooms for colonists in critical condition, and a main large room for recovery.
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