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π₯ Surgery & Organs
π Three Medicine Types β Never Use Herbal for Surgery
| Medicine | Potency | Surgery Multiplier | Use For |
|---|---|---|---|
| πΏ Herbal | 60% | Γ0.4 | Minor wounds, daily treatment (spoils in 150 days) |
| π Industrial | 100% | Γ0.7 | Standard surgeries. Craftable, commonly sold |
| β¨ Glitterworld | 160% | Γ1.0+ | High-risk surgeries, bionic/archotech installation |
β οΈ Hard rule: Never use herbal medicine for surgeryβthe Γ0.4 multiplier tanks success below safe thresholds. Industrial for routine ops, Glitterworld for critical ones.
π― 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%βcan 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%)βdual 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
ποΈ Optimal Operating Room β Copy This Setup
| Element | Minimum | Recommended |
|---|---|---|
| Bed | Medical bed (any quality) | Excellent+ quality (+4% to +8%) |
| Vitals Monitor | Present | Adjacent to bed (+5%, serves multiple beds) |
| Floor | Any floor | Sterile tiles (+0.6 cleanliness) |
| Light | Lit | Standing lamp or sun lamp for 100% light |
| Medicine | Industrial | Glitterworld for critical procedures |
| Surgeon | Medical 10+ | Medical 14+, dual bionic arms, dual bionic eyes |
π¦Ύ Bionics & Archotech β From Human to Superhuman
| Part | Effect | Source |
|---|---|---|
| Prosthetic | Restores function, no stat bonus | Fabrication bench |
| Bionic Arm | Manipulation 125% | Crafted (needs Advanced Components) |
| Bionic Leg | Movement 130% | Crafted |
| Bionic Eye | Sight 125% | Crafted |
| Archotech Arm | Manipulation 150% | Quest rewards / Exotic traders |
| Archotech Leg | Movement 150% | Quest rewards / Exotic traders |
| Archotech Eye | Sight 150% | Quest rewards / Exotic traders |
- Transhumanists gain mood from bionics. Body Purists suffer severe penaltiesβknow your colonists
- Inspired Surgery guarantees 100% success. Save it for archotech installations
π« Organ Harvesting β Profit With a Price
Harvestable organs: Heart (most valuable), lungs, kidneys, liver, stomach.
Mood cost: β6 colony-wide Γ6 days per harvest. Surgeon gets separate β6. Stacks per organ. Ideoligions that accept organ harvesting negate these penalties.
Practicality: Organs are extremely profitable early-game. But mood management must keep paceβeither have an accepting ideoligion or restrict harvesting to death-row prisoners only.
β οΈ Surgery Mistakes to Avoid
- Herbal medicine for surgery: Γ0.4 multiplier = nearly guaranteed failure. Herbal is for basic treatment only
- Dirty operating room: Cleanliness directly tanks success rate. Keep the OR spotless
- Operating in the dark: Sight penalty β lower success. Always have full lighting
- Low-skill surgeon: Medical <8 doing surgery is gambling with patients' lives. Train to 10+ first
- Patient not resting: Patient must be in a medical bed on "Bed Rest" priority, and doctor must be availableβor the operation never happens
- Wrong medicine policy: Prisoners default to herbal-only. If your glitterworld meds aren't in their allowed list, the doctor won't use them