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Zgłoś problem z tłumaczeniem
I use the 8-bed setup. Although I like square rooms and buildings, somehow having 8 beds around 1 monitor doesn't bother me. So I go for space-efficiency in that case.
For example, B is the bed and M is the monitor, T is TV. I turn all the heads of the bed so that it touches the monitor. A CRT TV also just happens to fit well at the middle top or bottom bed, and has the viewing space to cover all the heads of the beds as people lie there in bed, watching TV.
BBB
BMB
BBB
XTX
The Xs are empty space but I put that in there for proper formatting on this post.
A subchamber with an autodoor and medicine stockpile (saves time when treating people having it right there.)
A main room large enough to leave 2 spaces between beds (to prevent spread of disease)
Hospital beds with monitors (usually about 4, all facing same wall)
Tvs or a big tv facing the bed.
Art or plants, but only if they don't clutter the room (again this is a perfect hospital so it's way bigger than you need.)
Sterile tile on the floors.
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Early game hosptal is usually just a series of seperated beds in a room i keep FASTIDIOUSLY clean. Pawns will have to walk a bit to get medicine but it works.
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Late game I'll also build a small hospital onto the prison with a seperate medicine room in order to keep disease from spreading in my prison but prisoners aren't critical so you don't really need it.
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Sterile tiles are super good but you don't need them as much if you're keeping things clean, ditto for monitors, they're great when you get them but you'll want a million other things first. Then when the hospital is clean and sterile focus on getting the medicine close, ambient entertainment, then room prettiness/size. A LOT of pawns will lose their ♥♥♥♥ in the hospital so try to keep them happy (plus small dirty rooms give infections that will cost you a lot of medicine.) High pain and lack of ability to recreate will weigh on moods.
(as for prisoners, feck em- unless you really need dudes I just make sure I have a big ass stone or steel door I can fix faster than they can break and heal them right in their bunks, but you don't have to in a super base (and close medicine can save lives, hence medicine store rooms.) But other than break outs, who I shoot to death anyway, most inmate complaints re their hospital stay can be solved with 1 builder outside the door repairing, lol. When they calm down, they get to eat.)
"Fastest path" being the keyterm here. Pawns try and pick routes
having the lowest cost (tile-wise) and pick light over dark areas
(as that increases movespeed). However they don't avoid plants / furniture / items
on their route (and those will slow significantly).
Thus, paved, walled & illuminated clean roads (like a highway/tunnel) usually works best.
I tend to roof those also. You can add flower beds to the sides of the road,
but I have noticed that pawns will sometimes walk on those (and slow down).
Pawns like to be in spatious environments at all times, so a 2-way with
something in the middle (excellent for lighting and scenery benches) works.
_
As for hospitals, my layout currently uses:
- a lobby (single refrigerators for medicines)
- storage room (closets with organs/bionics/augments)
- recuperation yard (6 beds for small colonist injuries, incl. bed stands)
If you have a large list of colonists, don't expand yard 1, just build yard 2.
- several emergency operation rooms (sterile tiles)
You can set the bed to prisoner use when needed, but recommend foolproof room.
- temperature ventilation rooms where needed (try to keep them out of the way)
Prisoners can be transported from their hospital rooms to actual prison cells
once they're done recovering. Or if the prison cell is reasonably clean than recover there.
Just set the hospital bed back to normal and allow the prison cell (if it was forbidden).
Don't build your hospital too close to any guest area as guests/traders do not care
whether the door is forbidden. They will enter any area nearby.
Hmm, that's interesting. I'm going by how my colonists move in my bases, which I tend to build with pathways (including through my farming area) because I've noticed patterns in where they go if there's paths down. They tend to stick to the paths as much as possible in my bases :S
I tend to build in blocks, but most of my buildings have autodoors, so the movement penalties for cutting through buildings shouldn't outweigh the pathing 'cost' for going through a building.
1) MUST be clean. Sterile tiles are good. forbid pets from entering. Manually order your janitor to clean it just before+after trauma event that splatters blood all over the place.
1b) This meant your hospital must *not* be a thoroughfare between two locations! Footprints in a hospital are evil.
2) Beds, designated as medical. Actual Hospital beds are better. Quality of bed makes some difference. Look at bed properties for chance of infection, operation success, rest efficiency, etc...
3) Temperature controlled.
4) Have your medicine close by. Designate a 1x1 stockpile spot for the meds, right in the hospital. You don't want the doctor to run across your compound for the bandages, when your leg is lying next to you in a pool of blood! I keep all 3 types handy, and select usage depending on need.
5) Medical monitor helps a bit. It must be right by the Head of the beds.
6) Central location. No good having your colonists die while being carried there.
7) Size+beauty+entertainment, to keep the patient happy while recuperating. A tv is nice. Artwork is nice. Potplant is not nice, as this causes one extra person to tromp dirty footprints all over the place every other day.
8) Two exits. As your guys in hospital are not combat-capable, and likely dropped their weapons in the process of getting there, they are helpless. At least give them an option to run(hobble) away if/when a Meechanoid bursts in the door.
Don't laugh. This has happened to my guys, twice so far. Ever seen an armless post-op patient try to run past a scyther to get out? You don't want to see that!.
How do you get 8 beds to a vitals monitor? I was under the impression that 4 was the max because they had to be touching one of the 4 sides. Does it still count if they are diagonal?