Difference between revisions of "Medicine"

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{{UC}}
 
<noinclude>
 
<noinclude>
 
{{Define|Medicine
 
{{Define|Medicine
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| thing class = Medicine
 
| thing class = Medicine
 
| use standard health = true
 
| use standard health = true
 +
| max health base = 100
 +
| use hit points = true
 
| deterioration rate base = 1
 
| deterioration rate base = 1
 
| flammability base = 1.0
 
| flammability base = 1.0
 
| market value base = 25
 
| market value base = 25
| max health base = 100
+
| max hit points base = 100
| medical potency base = 1.0
+
| medical potency base = 0.7
 +
|mass = 0.5
 
}}
 
}}
 
</noinclude>
 
</noinclude>
  
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
'''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.
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'''Medicine''' is used to improve outcomes when treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds
 +
 
 +
{{asof|A15}} you can now produce medicine from herbal medicine, [[neutroamine]] and [[cloth]]. This requires research and the building [[Drug lab]].
  
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.
+
{{asof|A16}} treatments are now of any quality from 0-100%, rather than being 'good' or normal treatments. This directly affects the recovery rate from illnesses. Higher quality medicine improves the overall quality of the treatment.
 +
 
 +
Healing is done by colonists with the [[Skills#Medicine|medicine]] skill enabled. The patient needs to have [[Overview#Patient|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.
  
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.
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As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.
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{| {{STDT| sortable c_06 text-center}}
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! Doctoring stats !! Consciousness !! Sight !! Manipulation
 +
|-
 +
! [[Base_Healing_Quality|Base Healing Quality]]
 +
| - || | 70% || | 90%
 +
|-
 +
! [[Healing_Speed|Healing Speed]]
 +
| 100% || | 80% || | 90%
 +
|-
 +
! [[Surgery_Success_Chance|Surgery Success Chance]]
 +
| 100% || | 40% || | 40%
 +
|}
 +
The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.  
  
 
<noinclude>
 
<noinclude>
 +
 +
'''{{asof|A16}} the below table is obsolete as 'good' treatments are replaced by a treatment quality value ranging from 0-100%.'''
 +
 
== 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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| name        = Herbal Medicine
 
| name        = Herbal Medicine
 
| 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.''
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| description = ''A pack of herbal concoctions typically extracted from the Healroot 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.
+
| information = [[Herbal Medicine|Herbal medicine]] is a cheaper and easier to obtain form of medicine. This is the only medicine that can be obtained via farming [[Healroot]], generally making it very useful for new colonies with limited silver. It serves with most of the functions of normal medikits with the exception of not being as effective as medikits. However, it cannot serve as materials for a [[hospital bed]].
 
| tags        =  
 
| tags        =  
{{Tag/Chance for Good Treatment | 0.85 }}
+
{{Tag/Chance for Good Treatment | 0.4 }}
 
}}
 
}}
  
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| image      = Medicine Icon.png
 
| image      = Medicine Icon.png
 
| description = ''Medical staff use these supplies to heal the wounded.''
 
| description = ''Medical staff use these supplies to heal the wounded.''
| information = Medikits can be [[trade|bought]] from traders or taken from raiders. Combat traders carry large quantities of them at a discount price to encourage violence and raise demand for their other goods.
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| information = Medikits can be [[trade|bought]] from traders, taken from raiders or produced by colonists using a [[Drug lab]]. Combat traders carry large quantities of them at a discount price to encourage violence and raise demand for their other goods.
 
| tags        =  
 
| tags        =  
{{Tag/Chance for Good Treatment | 1.0 }}
+
{{Tag/Chance for Good Treatment | 0.7 }}
 
}}
 
}}
  
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| name        = Glitterworld Medicine
 
| name        = Glitterworld Medicine
 
| image      = Glitterworld Medicine.png
 
| image      = Glitterworld Medicine.png
| description = ''Game Description Needed''
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| description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''
| information = Glitterworld medicine can be [[trade|bought]] from traders. Each one comes with a copy of ''Doctoring for Dummies'', giving even colonists without any skill a high chance for a good treatment.
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| information = [[Glitterworld Medicine|Glitterworld medicine]] can be [[trade|bought]] from traders. Each one comes with a copy of ''Doctoring for Dummies'', giving even colonists without any skill a high chance for a good treatment.
 
| tags        =
 
| tags        =
{{Tag/Chance for Good Treatment | 1.8 }}
+
{{Tag/Chance for Good Treatment | 1.6 }}
 
}}
 
}}
 
</noinclude>
 
</noinclude>

Revision as of 06:11, 1 January 2017

Template:UC

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 treating a colonist's injury(s), to remove or install body parts/replacements, and to build hospital beds.

As of version 0.15.1279 (29 August 2016) you can now produce medicine from herbal medicine, neutroamine and cloth. This requires research and the building Drug lab.

As of version 0.16.1393 (21 December 2016) treatments are now of any quality from 0-100%, rather than being 'good' or normal treatments. This directly affects the recovery rate from illnesses. Higher quality medicine improves the overall quality of the treatment.

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 consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.

Doctoring stats Consciousness Sight Manipulation
Base Healing Quality - 70% 90%
Healing Speed 100% 80% 90%
Surgery Success Chance 100% 40% 40%

The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.


As of version 0.16.1393 (21 December 2016) the below table is obsolete as 'good' treatments are replaced by a treatment quality value ranging from 0-100%.

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