Difference between revisions of "Medicine"

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'''Medicine''' is used to improve outcomes when healing colonists, is required to remove or install body parts and their replacements and to build hospital beds.
 
'''Medicine''' is used to improve outcomes when healing colonists, is required to remove or install body parts and their replacements and to build hospital beds.
  
Healing is done by colonists with [[doctoring]] enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.
+
Healing is done by colonists with the [[skills|medicine]] skill enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.
  
 
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
 
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
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== Resource Shortage ==
 
== Resource Shortage ==
 
{{Resource| name        = No Medicine
 
{{Resource| name        = No Medicine
| description = Sometimes resources are scarce and treatment has to go forward without any medicine. This pretty much guarantees a bad treatment quality from any but the most experienced and/or enhanced of doctors.
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| description = Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees bad treatment quality from any but the most experienced and/or enhanced of doctors.
 
| tags        =
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
{{Tag/Chance for Good Treatment | 0.5 }}
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| image      = Herbal_Medicine.png
 
| image      = Herbal_Medicine.png
 
| description = ''A pack of herbal concoctions typically extracted from the Xerigium plant. Less potent than industrial pharmaceuticals.''
 
| description = ''A pack of herbal concoctions typically extracted from the Xerigium plant. Less potent than industrial pharmaceuticals.''
| information = This is a cheaper type of medicine. You are able to farm this medicine by growing [[Xerigium]]. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and does not have anesthetic properties during medical operations, such as installing prostethics. It also cannot be used as the crafting material needed to make the hospital beds.
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| information = Herbal Medicine is a cheaper and easier to obtain form of medicine that can be used to treat [[injury]]. This is the only medicine that can be obtained via farming [[Xerigium]], generally making it very useful for new colonies with limited silver. It serves the same functions as normal medkits with the exception of not being as effective as medkits. However, it cannot serve as materials for [[hospital beds]].
 
| tags        =  
 
| tags        =  
 
{{Tag/Chance for Good Treatment | 0.85 }}
 
{{Tag/Chance for Good Treatment | 0.85 }}

Revision as of 03:38, 19 June 2015

Medicine

Medicine industrial a.png

A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.


Type
Medical ItemMedicine
Stack Limit
25

Base Stats

Beauty
−4
Deterioration Rate
2
Flammability
0.7
Market Value
18
Mass
0.5
Max Hit Points
60
Medical Potency
1

Stat Modifiers


Medicine is used to improve outcomes when healing colonists, is required to remove or install body parts and their replacements and to build hospital beds.

Healing is done by colonists with the medicine skill enabled. The patient needs to have patient enabled and be in a bed. Medicine is not required, but will improve the chance of a good treatment drastically, allow for the healing of multiple small injuries in one go and double the amount of experience gained by the doctor.

Good Treatment doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.

As doctoring greatly depends on both sight (70%) and manipulation (90%), having a doctor with bionic eyes and hands greatly improves the effectivity of your medicine.


Resource Shortage

No Medicine

Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees bad treatment quality from any but the most experienced and/or enhanced of doctors.

Chance for Good Treatment
0 3 6 9 12 15 18 20
Normally 13% 22%
Medical Bed 5% 19% 28%
Fully Bionic Doctor 29% 52% 76% 99% 100% 100%
Fully Bionic Doctor & Medical Bed 3% 36% 60% 84% 100% 100% 100%

Growable Medicine

Herbal Medicine

Imported Medicine

Medikits

Glitterworld Medicine