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Interface-Data-View

Visualisation Modes are coloured overlays that allow the player to view various aspects of how well the hospital is functioning, and draw their attention to areas requiring action. Used to monitor environmental and personal wellbeing, there are twelve different modes, all accessible from the Data View tab of the interface, denoted with a Interface-Data-View-Icon icon.

Visualisation-Attractiveness-Icon Attractiveness[]

Big-Bin-Attractiveness

A completely full Big Bin casting a negative attractiveness effect

Visualisation-Mode-Attractiveness

A Sonic Statue counteracting the negative attractiveness of a pair of Big Bins

Being in an attractive environment will help to keep both staff and patients happy. This can be monitored using this mode, where attractive items and their effect is shown in green, with the unattractive equivalents in brown.

Negative attractiveness can be overcome by surrounding the offending item with attractive items. Alternatively, negative attractiveness effects can be cast by messes that require cleanup by a janitor, or items that require maintenance, such as a bin that needs to be emptied.

Visualisation-Health-Icon Health[]

Visualisation-Mode-Health

This Mode is used to monitor the health of patients, who will arrive at the hospital with a green colour, and as they inch closer to death, turn yellow, orange and finally red. members of staff will appear in white in this view, as they have no health stat.

The best way to keep patients healthy is to ensure a hygienic, temperate environment and rush them through diagnosis, into treatment, as quickly as possible. This will involve hiring new staff and building additional rooms if queues are too long. Additionally, keep an eye out for staff with the Healer trait (marked "Has magical healing hands" on the hiring screen), and assign them to diagnostic roles when possible, as they will buff the health of any patient they work with.

Visualisation-Patient-Happiness-Icon Patient Happiness[]

Visualisation-Mode-Patient-Happiness

Note the correspondence between body language and colour

Visualisation-Staff-Happiness-Icon Staff Happiness[]

Visualisation-Mode-Staff-Happiness

So happy together...

Maintaining the happiness of the Pointians in a player's hospital is very important, as both staff and patients are apt to leave in frustration if they are unhappy. Both of these Modes function the same way, displaying a satisfied Pointian in green, through yellow, orange and red as they lose happiness. Patients will appear in white when viewing Staff Happiness, and vice versa, so that the player can focus on one at a time.

The key to maintaining happiness is to see to a Pointian's needs, which can be easily monitored using other Visualisation Modes below. Also in the case of patients, having them diagnosed and treated as quickly as possible is vital.

Visualisation-Temperature-Icon Temperature[]

Radiator-Temperature

A radiator heating a cold map

Visualisation-Mode-Temperature

Hogsport, showing the yellow of a temperate climate.

Temperature is an important consideration. The Temperature Visualisation Mode shows areas that are too cold in blue, and too hot in red. The player's aim should be to keep the entire hospital as close to temperate yellow as possible. Of particular note are Machines, which will appear in purple when in full working order, but change to red as they fall into disrepair and begin to emanate heat.

Most hospitals from World 2 onwards will require temperature management using various items such as radiators and air conditioners.

Visualisation-Thirst-Icon Thirst[]

Visualisation-Mode-Thirst

All members of staff and patients require refreshments, without which they will lose happiness more quickly. The only exceptions are Robo-Janitors, who appear in white in this Mode, reflecting that they have no such needs. Pointians will appear in various colours, from green, reflecting satisfaction, through yellow, orange and red, in ascending order of thirst.

Placing drinks dispensers, including in rooms, will help alleviate this problem, as will allowing staff more frequent breaks.

Visualisation-Hunger-Icon Hunger[]

Visualisation-Mode-Hunger

As with Thirst, it is important to monitor the hunger of members of staff and patients, in order to keep them happy. The only exceptions are Robo-Janitors, who appear in white in this Mode, reflecting that they have no such needs. Pointians will appear in various colours, from green, reflecting satisfaction, through yellow, orange and red, in ascending order of hunger.

Placing food dispensers, including in rooms, will help alleviate this problem, as will allowing staff more frequent breaks.

Visualisation-Staff-Energy-Icon Staff Energy[]

Visualisation-Mode-Staff-Energy1
Visualisation-Mode-Staff-Energy2

Members of staff will lose energy as they are working, appearing in various colours, from green, reflecting them being fully rested, through yellow, orange and red, in ascending order of exhaustion. This includes Robo-Janitors, Patients will appear in white, as this mode does not apply to them.

Allowing staff more frequent breaks will help alleviate this problem, as will training them with the Stamina Training skill, or hiring staff with the Tireless trait (marked "High energy" on the hiring screen).

Visualisation-Hygiene-Icon Hygiene[]

Visualisation-Mode-Hygiene

It is important to keep a hospital's hygiene rating high. This Mode will illustrate the hygiene of the inhabitants and environment of a hospital. Areas of high hygiene are depicted in green, changing through yellow, orange and red as the situation worsens.

Janitors are the key here, making sure that there are enough available to empty bins and sweep up messes (especially after Monobeast target practice!). Also useful is installing lots of hand sanitisers and making sure Toilets have sufficient sinks and hand dryers.

Visualisation-Toilet-Icon Toilet[]

Visualisation-Mode-Toilet

A long shift can take its toll on the staff's bladders

Everybody... goes. The Toilets are a vital presence in any hospital, and this Mode will show the player which members of staff and patients are in the need for a visit. Green indicates no need, through yellow, orange and red in ascending order of bursting!

It is ideal to have at least a small toilet block in each plot where possible, and perhaps to allow staff more frequent breaks, as their happiness will decline more quickly when their needs go unmet.

Visualisation-Boredom-Icon Boredom[]

Visualisation-Mode-Boredom

Boredom is the real mind-killer. As with any need, when it isn't being met, the Pointian in question will lose their happiness faster. This can be tracked using this Visualisation Mode, with fully-entertained patients in green, through yellow, orange and red in ascending order of boredom. Staff will appear in white in this view, as they are not subject to boredom, even when on break.

Placing lots of entertainment items around will make it easy for patients to reduce their boredom.

Visualisation-Maintenance-Icon Maintenance[]

Visualisation-Mode-Maintenance

Various items in the game will require maintenance to remain functioning, or risk becoming a hazard. Of particular note are Machines, which can catch fire and even explode! Items that require maintenance will appear in green in this Mode when fully functioning, through yellow, orange and red in ascending order of disrepair.

Janitors are once again the key to success here, making sure that there are enough assigned to repair machines and attend to bins and vending machines.

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