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− | {{ | + | {{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info}} |
− | | | + | {{Define|Medicine |
− | | | + | | always haulable = true |
+ | | def name = Medicine | ||
| description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids. | | description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids. | ||
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| draw gui overlay = true | | draw gui overlay = true | ||
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
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| label = medicine | | label = medicine | ||
| parent name = ResourceBase | | parent name = ResourceBase | ||
+ | | path cost = 15 | ||
| resource readout priority = Middle | | resource readout priority = Middle | ||
+ | | rotatable = false | ||
| selectable = true | | selectable = true | ||
| sound drop = Standard_Drop | | sound drop = Standard_Drop | ||
| sound interact = Standard_Drop | | sound interact = Standard_Drop | ||
+ | | stack limit = 25 | ||
| thing class = Medicine | | thing class = Medicine | ||
| use hit points = true | | use hit points = true | ||
− | }} | + | | deterioration rate base = 2 |
− | '''Medicine''' | + | | flammability base = 0.7 |
+ | | market value base = 18 | ||
+ | | max hit points base = 60 | ||
+ | | medical potency base = 1 | ||
+ | | work to make base = 700 | ||
+ | | mass = 0.5 | ||
+ | | beauty base = -4 | ||
+ | }}<!--Do not delete - "temporarily" required while awaiting Define -> Infobox changeover. | ||
+ | -->{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Cloth}}{{#set:Resource 1 Amount = 3}}{{#set:Resource 2 = Herbal medicine}}{{#set:Resource 2 Amount = 1}}{{#set:Resource 3 = Neutroamine}}{{#set:Resource 3 Amount = 1}}<!-- | ||
+ | Do not delete- "temporarily" required while awaiting Define -> Infobox changeover.--> | ||
+ | '''Medicine''' is an item used in [[doctoring]]. | ||
== Acquisition == | == Acquisition == | ||
− | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]], 1 [[herbal medicine]] and 1 [[neutroamine]] (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill | + | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]], 1 [[herbal medicine]] and 1 [[neutroamine]] (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill. |
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− | + | == Efficiency == | |
+ | Superior to herbal medicine but inferior to [[glitterworld medicine]]. | ||
− | + | Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound). | |
− | + | Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant, drug-enhanced or inspired then you can guarantee 100% success rate for most surgeries. | |
− | + | It is adequate against [[plague]] and [[malaria]] with ordinary beds so long as the patients are resting full-time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+. | |
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== Version history == | == Version history == | ||
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− | + | In 1.0 it received a new description. | |
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− | + | </noinclude> |