[0.6.532] Wierdnes in medical system

Started by mrofa, August 15, 2014, 03:23:56 PM

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mrofa

So i got myself a medic for my first playthrugh with 8 doctor skill, it worked preety well, to a point when i run out of medikits.
Im at day 41, had a damn psychotic drone -48 happines( kinda op) to all males, which is my entire colony including prisoners :D
And i got attacked at the same time.
So after fight with pirates and prisoners, all my guys endup in medical bay, my main medic was unccoius so i used guy with 3 doctor skill to patch him up, thats without medikits. He got 84% chance on poor quality rolls. So this kinda did make me think, my main medic with 8 in skill got around 60-70% on poor quality rolls with medikit and now a guy with 3 doctor skill got 84% on the roll without medikit.
After patching my main medic, i start to tend to rest of patients with him, he got 100% rolls on poor quality without medikit.
So im assumig that medikit should either make the chance higher to get better quality, or unlock possibly to get better quality, but it shouldnt lower quality chance.

Another not related bug, is item spawn from plant nodes, i always make my farms in building so animals dont eat my plants. This was seen on potato plants, its a a building with a door and roof, as a closed interior, size 7x7, with grow zone in it with the same size to fill it. Now if all plants are planted and colonist try to harvest the one near the wall, plants spawn food on the other side of the wall, outside of building.

Edit: Colonist  Traits: Hard Worker, Optimist , 6 in medical skill. Fully healthy, everything on OK and no pain
With medikit got  57% on good quality care, without medikit 100% on poor quality.
My main medic from my normal play got 8 medical traning and iron will, and the one that maks psychic probe 90% more effective, also he got some scar from the start, he is always in small pain.
Not sure if its revelant, didnt look into assembly yet, so just spam as much info as i can.
Since everything might just work fine but one of the traits or healing stats might make it work like it works.
All i do is clutter all around.

DeMatt

This is, I think, a bit of poor UI design that snuck in.  Essentially the message is saying:

  • "Medic got 'poor' result with 60-70% chance for that result"
  • "Nonmedic got 'poor' result with 84% chance for that result"
The medic-with-medkit vs. medic-without-medkit results are therefore:

  • "Medic-with-medkit got 'poor' result with 60-70% chance for that result"
  • "Medic-without-medkit got 'poor' result with 100% chance for that result"
It makes more sense if you assume there's only two possible results, poor and good.  In the latter case, it would effectively be "Medic-with-medkit got 'poor' result with 30-40% chance for 'good' result" and "Medic-without-medkit got 'poor' result with 0% chance for 'good' result".

I think the message would be better written this way:  "Patient has received poor-quality treatment from Medic (40% chance of good quality)."

mrofa

All i do is clutter all around.

litlbear

yes