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Editing v0.31:Health care
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− | '' | + | :''This is about healthcare in the new version, for the skill see [[40d:Health care (skill)|Health care (skill)]].'' |
− | ''' | + | '''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use. |
− | + | '''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. | |
− | + | All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. | |
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− | + | As of 0.31.01, soap production is bugged, and it is not possible to make soap without going through the manager screen, so if you don't want to bother with that you will have to make do without. | |
− | + | ==Medical Skills== | |
− | + | There are five doctor skills - how critical they are is unclear atm, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. | |
− | * | + | :''(And if you choose "{{L|Starting build|Play Now!}}", one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. "What?" is not perfectly clear either, but something.)'' |
− | * | + | |
− | * | + | Skill (& Profession) |
+ | |||
+ | :* {{l|Wound Dressing}} (Wound Dresser) | ||
+ | :* {{l|Diagnosis}} (Diagnostician) | ||
+ | :* {{l|Surgery}} (Surgeon) | ||
+ | :* {{l|Setting Bones}} (Bone Doctor) | ||
+ | :* {{l|Suturing}} (Suturer) | ||
===Non-doctor labors=== | ===Non-doctor labors=== | ||
− | "Non"-doctors have 2 | + | "Non"-doctors have 2 {{L|labor}}s that contribute to healthcare: |
− | * | + | :* Feed Patients/Prisoners |
− | * | + | :* Recover Wounded |
− | Note that these | + | Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated. |
==Setting up a Hospital== | ==Setting up a Hospital== | ||
− | + | The first thing you will want to do when carving out your hospital is ensure you have enough beds to keep dwarves unable to walk. Next, hit the 'i' key, and set up a hospital zone in the area you plan on having your hospital in. After this is done, build containers ({{k|b}}-{{k|h}}), bags and/or chests. These are essential since it is where hospital supplies are stashed. Without ample containers, your hospital will not have the supplies it needs, leading to an inability to perform most operations. From the 'i' menu for the zone, you are able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for some doctor dwarves, and you should be pretty much set. | |
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− | + | Healthcare will also require a source of water to clean wounds. While they are capable of taking a bucket and gathering it from the nearest source, note that swamp water from a murky pool will vastly increase your chance of infection (though {{l|soap}} can offset this to a degree.) It is unknown at the moment whether dwarves will intelligently choose a clean water source when both clean and dirty water are available. | |
− | + | ==Broken bones== | |
− | + | '''Casts''': ''Not to be confused with [[caste|castes]]'' | |
− | + | A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures. | |
− | + | It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct. | |
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A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce. | A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce. | ||
+ | Plaster powder is produced at a kiln or magma kiln from gypsum, alabaster, selenite or satinspar and an empty bag by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}. | ||
'''See Also:''' | '''See Also:''' | ||
− | * | + | *{{l|plaster powder}} |
− | + | *{{l|Health screen|z-health screen}} | |
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− | + | [[Category:Current]] |