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πŸ₯ Surgery & Organs

πŸ’‰ Three Medicine Types β€” Never Use Herbal for Surgery

MedicinePotencySurgery MultiplierUse For
🌿 Herbal60%Γ—0.4Minor wounds, daily treatment (spoils in 150 days)
πŸ’Š Industrial100%Γ—0.7Standard surgeries. Craftable, commonly sold
✨ Glitterworld160%Γ—1.0+High-risk surgeries, bionic/archotech installation
⚠️ Hard rule: Never use herbal medicine for surgeryβ€”the Γ—0.4 multiplier tanks success below safe thresholds. Industrial for routine ops, Glitterworld for critical ones.

🎯 Surgery Success β€” More Than Just Medical Skill

Final success = Doctor's Surgery Capability Γ— Bed Factor Γ— Medicine Potency Γ— Procedure Difficulty. Hard cap at 98%β€”can never reach 100%.

  • Doctor skill (most important): Medical 10 = ~90% base. Each level above 10 adds ~2%. Skill 14+ for reliable surgery
  • Manipulation: Bionic arms (125%), Archotech arms (150%) directly boost surgical precision
  • Sight: Bionic eyes (125%), Archotech eyes (150%)β€”dual archotech eyes make a huge difference
  • Room cleanliness: Sterile tiles (+0.6 cleanliness) significantly improve outcomes. Dirty room = malpractice
  • Lighting: Darkness reduces sight β†’ reduces success. Always operate in full light

πŸ›οΈ Optimal Operating Room β€” Copy This Setup

ElementMinimumRecommended
BedMedical bed (any quality)Excellent+ quality (+4% to +8%)
Vitals MonitorPresentAdjacent to bed (+5%, serves multiple beds)
FloorAny floorSterile tiles (+0.6 cleanliness)
LightLitStanding lamp or sun lamp for 100% light
MedicineIndustrialGlitterworld for critical procedures
SurgeonMedical 10+Medical 14+, dual bionic arms, dual bionic eyes

🦾 Bionics & Archotech β€” From Human to Superhuman

PartEffectSource
ProstheticRestores function, no stat bonusFabrication bench
Bionic ArmManipulation 125%Crafted (needs Advanced Components)
Bionic LegMovement 130%Crafted
Bionic EyeSight 125%Crafted
Archotech ArmManipulation 150%Quest rewards / Exotic traders
Archotech LegMovement 150%Quest rewards / Exotic traders
Archotech EyeSight 150%Quest rewards / Exotic traders
  • Transhumanists gain mood from bionics. Body Purists suffer severe penaltiesβ€”know your colonists
  • Inspired Surgery guarantees 100% success. Save it for archotech installations

πŸ«€ Organ Harvesting β€” Profit With a Price

Harvestable organs: Heart (most valuable), lungs, kidneys, liver, stomach.

Mood cost: βˆ’6 colony-wide Γ—6 days per harvest. Surgeon gets separate βˆ’6. Stacks per organ. Ideoligions that accept organ harvesting negate these penalties.

Practicality: Organs are extremely profitable early-game. But mood management must keep paceβ€”either have an accepting ideoligion or restrict harvesting to death-row prisoners only.

⚠️ Surgery Mistakes to Avoid

  1. Herbal medicine for surgery: Γ—0.4 multiplier = nearly guaranteed failure. Herbal is for basic treatment only
  2. Dirty operating room: Cleanliness directly tanks success rate. Keep the OR spotless
  3. Operating in the dark: Sight penalty β†’ lower success. Always have full lighting
  4. Low-skill surgeon: Medical <8 doing surgery is gambling with patients' lives. Train to 10+ first
  5. Patient not resting: Patient must be in a medical bed on "Bed Rest" priority, and doctor must be availableβ€”or the operation never happens
  6. Wrong medicine policy: Prisoners default to herbal-only. If your glitterworld meds aren't in their allowed list, the doctor won't use them