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Messages - Cimanyd

#436
Ideas / Re: organ harvesting
October 05, 2014, 02:59:32 PM
Quote from: putsam on October 05, 2014, 01:41:35 AM
I think its kinda weird, I captured a guy who had a bullet in his kidney and I quickly harvested it but when I gave it to another person(kidney lost in gunfight it didn't have damage

Did you harvest the other kidney? I didn't think you could harvest damaged organs (until they healed up).
#437
General Discussion / Re: Forcing captives to bed
October 03, 2014, 09:46:06 PM
Quote from: RayvenQ on October 03, 2014, 02:44:20 PM
You could use the new Operations thing to force him into a medical bed, like tell them to remove one of his kidneys, but then, once he's anesthetised but before they actually start the operation, cancel the kidney removal. Not tested, but it should work.
That's what I've been doing, it works very well.

The doctor will drag the prisoner to its bed and use anesthesia, then go to get the supplies. If you stop the bill then, the doctor will stop and the prisoner will still be unconscious for a while and can be healed.
I don't think you can start an operation bill without having medicine, but it won't actually cost any medicine if you stop before doing the operation.
#438
General Discussion / Re: will she wake up again?
September 03, 2014, 08:59:54 PM
Quote from: ShadowTani on September 03, 2014, 08:31:25 PM
In my experience a colonist will only wake up if brain injury is 3/10 or higher, any lower and they will not wake up.
When movement speed is low enough, something can be permanently incapacitated. For example, a person missing one leg (0% movement).

From what I've seen happen to centipedes, though, the speed where incapacitation starts is actually higher than 0%. If it's between 20% and 30%, that would explain that. Brain at 2/10, 20% movement speed, incapacitated (no more useful than a colonist with one leg). Brain at 3/10, 30% movement speed, not incapacitated (just really slow).