No one said that it wasnt a good idea to have a hospital segmented into seperate rooms. That was a nice post cyriel, but we were talking about the advantages of having a hopsital vs not (im also not really clear on what you think people were "speculating" about that your copypastas somehow resolved, but whatever). I hope we can now all move along and use the wiki from this point onwards rather than speculate on how you think it works. Colonists that are sick or injured will sleep at a medical bed instead of their designated beds. ![]() While resting in a hospital bed, colonists recover 9 hp a day from injuries, much faster than on a normal bed. Bonus for immunity gain speed from hospital bed and vitals monitor stacks. Any bed set for medical use, including hospital bed, can be linked to vitals monitor to further increase medical treatment quality and patient's immunity gain speed. When a colonist (that is injured or in need of an operation) is selected the player may right-click a hospital bed to direct the colonist there. It also increases immunity gain speed to help recover from diseases faster. "A hospital bed improves quality of medical treatments. Moving the recovering person out of the dirty room is important enough to mention. Just put walls and doors in between each bed but don't leave your entire hospital open as this is a negative for every person inside of it.Īs for the posts made regarding "normal room or hospital doesnt matter" its accurate in that if it's critical enough, any bed will do but only to stabilize. It is absolutely more efficient to use one bed per room even when trying to house multiple injured people. This does NOT mean the person's mood since that is radius based. How this relates to the entire topic and various pointless posts thereafter: Hospitals with more beds means it's still one room, and that one room holding more than one single bed only requires a few tiles in any given corner to consider the entire room as "dirtier than clean", thus negatively affecting the entire room regardless of space. Higher stats for cleanliness give more resistance to getting dirty.Ī cleanliness rating of 1 flat or higher (used in some mods) are dirtproof and will never get dirty or require cleaning. The way that works is each tile has an X chance to get dirty when something is applied to it. ![]() That chance goes down with sterility / cleanliness. If any room is dirty and an injured / bleeding person is recovering in it, hospital room or not, that person has a higher chance of running infections. Since Research is also affected by room cleanliness, research will gain a slight bonus if done in a room with sterile tile." Sterile tiles decrease the probability of infection in a hospital* and the probability of food poisoning in a kitchen*. It has the highest cleanliness stat of 0.6. "Sterile tile is one of the floors that you can construct. ![]() I play on randy extreeme hardcore, so efficency actually matters to me. The fact that you cant keep yours clean is the only thing i have seen anyone say that actually indicates a lack of skill (not that there is anything to be ashamed about having some room to grow as a player). I dont know why you seem to need to argue with everyone in this thread, as a hospital clearly has some advantages, and no one is saying they are mandatory.Īll of that aside your argument about cleaning is silly, as it takes a pawn a few seconds to clean up the mess if their priorites are set up well. You were just claiming that you building an less efficent base somehow was "advanced gameplay", while insulting people who enjoy being as effiecent as possible. That has literally nothing to do with what I said. I build bases where nobody ever gets a scar, on hardcore. You building a sloppy base that isnt nearly as efficent as it could be is not some sign of game mastery.
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