The medical system mod is pretty cool and detailed. Colonists can lose / fracture or scar anything from a finger to a toe. This usually happens in combat, or when you're mining and there's a roof-collapse. Cuts are very easy (too easy imo) to heal. Once your colonist has finished combat, if he's been cut, he will go to his bed to heal. Cuts will heal in about half a day on their own without any medical attention, but there is a 50/50 chance of infection, which can develop into moderate infection if it remains untreated. Even if you treat the minor infection, there's a chance the treatment isn't effective. Same goes for a moderate infection. If the colonist gets major/extreme infection, survival chance can be slim. So really, I get my medic B-line it immediately to anyone in triage as soon as combat ends. Scars occur if the colonist survives a cut without treatment. This causes them minor pain permanently and I think a small reduction in skill ability according to the affected limb. So far, no way of dealing with scars except the drastic option, which I outline next. If the colonist loses a limb, this will pretty much render them mostly useless. It is heart-breaking to have one of your good shooters lose an arm or a leg, so to solve this there are 3 options. a) Simple prosthetics. b) Bionics c) advanced bionics. Simple prosthetic are crafted with some basic materials but also some advanced materials. This would be the equivalent of crafting a peg-leg for anyone that lost their leg. Or a claw for someone who's lost their hand, or a denture for someone who's shattered their jaw (this happened to poor derf once). You craft the prosthetic item at the prosthetics bench, then in order to install it, you select the affected colonist, click on their Health tab, and then the Operations tab, and select to have the right surgery carried out. He/she will then go to bed, and the designated medic will then gather medical supplies and the prosthetic item, and perform the surgery. I have to say, sometimes this fails. Sometimes it fails with comical outcomes. There are 3 levels of failure. 1 is minor, which means you've wasted the item, and cut the patient, causing additional bleeding which needs treatment. Not a big problem cos they're knocked out on anaethetics by this stage anyway. The moderate failure is the same, but you've done it to a number of other previously healthy body parts. A critical failure is the same, but you've somehow managed to entirely remove one or more other healthy body parts. Bionics (which i've just started to dabble in) are frickin awesome. More expensive to craft, but these give your colonists ability boosts. So there's a very good case for replacing healthy limbs with artifcial upgrades. In fact i've recently replaced on of Rinox's ribs for a bionic one that boosts adrenaline, so he now moves faster in general. To craft these, you need a material called plasteel and a very good surgeon, so it's not easy. The advanced bionics option I haven't trued yet. It requires a material that i've never found or traded.
2 more points, each colonist has about a dozen abilities ranging from speech to movement speed to manipulation etc. Depending on their injuries / bionics, skills alter accordingly on a percentage basis. So a naturally healthy colonist has 100% on all abilities. The same colonist with a bionic arm will have 115% manipulation. If you add another bionic arm, it will be 130%. Better manipulation = better marksmanship. Second point is that you can build specific medical rooms with specific medical beds if you want, even with an optional vitals monitor and sterile flooring. Having this medical areas improves medical treatment success rate, so I think it's essential.Statistics: Posted by derf — Tue Aug 09, 2016 5:11 am
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