Then I'll change the quantity to 1, adjust the durability sliders so that it's checking for tribalwear with 51%-100% durability, and select which textiles I want to use.Īnytime I don't have a Tribalwear with over half durability remaining, the job will be active so my tailors can make a replacement garment. There are a bunch of options you can select in the details section of a bill, and I like building an Electric Tailoring Bench ( ), then set up a bill to craft Tribalwear, Until X. Then you select the crafting spot, and click on the Bills button at the bottom-left of the screen, followed by the Add Bill button. ( - It'll be under Production in the build options. oh and btw how do i trade items with people ? To craft a bow or club, for example, you can do that at a Crafting Spot. how do i craft for example a weapon or armor etc. Note that many factors, such as a dirty room or a surgeon's damaged Manipulation, will quickly lower your success rates.Originally posted by IAMHATE:i have played the tutorial over 4 times and i always forget the most of it. Without a hospital bed (or sterile tile), Medical 11 is required for the same thing. A healthy doctor with Medical 8 can reach the surgery cap (for most surgeries) in a lit, clean room, using a normal quality hospital bed. Regular medicine is enough to reach the 98% surgery success chance cap, under the right circumstances. You can also alter this in a colonist's Health tab. In the assign tab, you can set colonists and other pawns to herbal medicine or worse. Note that colonists are set to use the best quality medicine by default. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. These are usually too common to waste high-quality medicine on use herbal medicine or no medicine instead. It is generally misused for bruises, cuts, and other injuries. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease. A dose or two of medicine can save a colonist's life from the plague. Industrial medicine is best used for diseases and surgery, where Medical Potency has the greatest impact. Superior to herbal medicine but inferior to glitterworld medicine. See " Improving Skills" for more details. Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill.Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1. ×175 for animal patients, and ×500 for human patients. Patient XP Factor is a multiplier from the patient type.XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). Medicine does not spoil, but will deteriorate when left outside. With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success. For gut worms and muscle parasites, tend quality is directly used to cure the disease. Instead, using medicine and better medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. In most cases, medicine does not directly cause healing. Reason: Tend speed.Īny form of medicine can be used whenever a doctor tends to an injury or disease. You can help RimWorld Wiki by expanding it.
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