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Editing v0.31:Health care
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{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}} | {{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}} | ||
− | '''Hospitals''' are a | + | '''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|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|plaster 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 | + | '''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 {{l|Chief medical dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals "requesting" diagnosis in the {{l|Health screen|z-health screen}}. |
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. | All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. | ||
== Medical Skills == | == Medical Skills == | ||
− | There are five doctor skills | + | There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. |
Labors (& Skills) | Labors (& Skills) | ||
− | * | + | * {{l|Diagnosis}} ({{L|Diagnostician}}) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical dwarf |
− | * | + | * {{l|Surgery}} ({{L|Surgeon}}) Somewhat less common; amongst others, wounds to organs seem to require it |
− | * | + | * {{l|Setting bones}} ({{L|Bone doctor}}) This is obviously needed for broken bones, but perhaps not for all? |
− | * | + | * {{l|Suturing}} ({{L|Suturer}}) Fairly common; most open wounds (from cutting) seem to need it? Seems more like every fracture needs suture |
− | + | * {{l|Dressing wounds}} ({{L|Wound dresser}}) This is also used pretty often; any wound seems to need it | |
===Non-doctor labors=== | ===Non-doctor labors=== | ||
− | "Non"-doctors have 2 | + | "Non"-doctors have 2 {{L|labor}}s that contribute to healthcare: |
− | * | + | * {{L|Feed patients/prisoners}} |
− | * | + | * {{L|Recovering 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 dwarves start with these labors designated. |
==Setting up a Hospital== | ==Setting up a Hospital== | ||
− | * Hit {{k|i}} and set up a hospital [[zone]] | + | * You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation.) |
− | * Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. | + | * Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|p}}-{{k|l}} in order to handle treatments. |
− | * Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least | + | * Hit {{k|i}} and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure "Hospital" is highlighted. |
+ | * Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. | ||
+ | * Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least four) | ||
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy. | * Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy. | ||
− | ** Place the tables right next to the beds, or you will get "cancels surgery, patient not resting" spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient | + | ** Place the tables right next to the beds, or you will get "cancels surgery, patient not resting" spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0] |
− | * Build one (or more) traction benches to handle compound fractures when the dwarf requires "immobilization." | + | * Build one (or more) traction benches to handle compound fractures when the dwarf requires "immobilization." |
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== Broken bones == | == Broken bones == | ||
− | Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful | + | Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful, grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. |
=== Traction Benches === | === Traction Benches === | ||
− | A '''traction bench''' is used by a | + | 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 | + | It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} or a {{l|chain}} to construct. |
=== Casts === | === Casts === | ||
− | Casts are made out of | + | Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under "other stones" should also be selected. Applying a cast also requires a bucket and cloth, and a water source. |
− | Plaster powder is produced at a | + | Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}. |
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=== Crutches === | === Crutches === | ||
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'''See Also:''' | '''See Also:''' | ||
− | * | + | *{{l|Health screen|z-health screen}} |
==Infection== | ==Infection== | ||
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Causes of infection include: | Causes of infection include: | ||
− | * No cleaning of the wounds | + | * No cleaning of the wounds |
− | * Cleaning with water from a | + | * Cleaning with water from a stagnant water source |
− | * Cleaning | + | * Cleaning without soap |
− | + | * Medical operation from unskilled doctors {{verify}} | |
− | * Bad luck | + | * Bad luck |
==Tips for an Effective Hospital== | ==Tips for an Effective Hospital== | ||
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits. | * Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits. | ||
− | * It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the | + | * It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the {{l|soap}} page to understand that industry. Bring a 2 lye on embark for easy soap. |
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection. | * Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection. | ||
− | * Do not place chairs next | + | * Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process. |
* Consider making use of burrows to ensure your healthcare workers stay in the area. | * Consider making use of burrows to ensure your healthcare workers stay in the area. | ||
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize. | * You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize. | ||
− | * The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment | + | * The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he(?) has diagnosed them. |
− | ** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished | + | ** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. |
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* Create "nurses" by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. | * Create "nurses" by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. | ||
** It is important not to distract doctors from treating patients. | ** It is important not to distract doctors from treating patients. | ||
− | ** | + | ** "Give food" and "Give water" are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets "unbusy" enough to bring them food. |
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves. | ** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves. | ||
− | * You can select nurses who enjoy helping people to give them good thoughts. This | + | * You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being "forced" to. |
− | * | + | * Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid. |
− | Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes | + | Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d. |
==Bugs== | ==Bugs== | ||
− | You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a | + | You can re-injure a dwarf if it is stuck in surgery, or is never properly treated by causing a {{l|Cave-in}}. This will result in a request for a new diagnosis to be made. If he is stuck in a bed you may be able to remove the bed the dwarf is resting in to cause him to leave the hospital. However if a dwarf appears to be "stuck" in a bed they may be resting because of a severe infection. Forcing it out of the hospital may kill them and/or contaminate the rest of the fortress. |
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+ | Items linking to a bug on the bug tracker are accurate as of {{version|0.31.22}}. Older bugs should be removed or tagged with the version they were fixed in. | ||
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}} | * Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}} | ||
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}} | * The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}} | ||
− | * Dwarves will steal items from the caravan and store them in hospital. | + | * Dwarves will steal items from the caravan and store them in hospital. |
− | * | + | * Dwarves with broken legs may get up and walk out of the hospital if not treated quickly enough. {{Verify}} |
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+ | [[Category:Current]] | ||
{{Category|Healthcare}} | {{Category|Healthcare}} |