Difference between revisions of "Medicine"

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<noinclude>
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{{Define|Medicine
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| always haulable = true
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| def name = Medicine
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| description = Medical staff use these supplies to heal the wounded.
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| draw gui overlay = true
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| e type = Medicine
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| graphic class = Graphic_Single
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| graphic path = Things/Item/Resource/Medicine
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| label = medicine
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| parent name = ResourceBase
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| path cost = 15
 +
| resource readout priority = Middle
 +
| rotatable = false
 +
| selectable = true
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| sound drop = Standard_Drop
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| sound interact = Standard_Drop
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| stack limit = 75
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| thing class = Medicine
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| use standard health = true
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| max health base = 100
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| use hit points = true
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| deterioration rate base = 1
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| flammability base = 1.0
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| market value base = 25
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| max hit points base = 100
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| medical potency base = 0.7
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|mass = 0.5
 +
}}
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</noinclude>
 +
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
'''Medicine''' is used to heal colonists.
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Medicine is used in [[doctoring]] to improve the results of medical treatment substantially compared to the organic [[herbal medicine]], but isn't as effective as [[glitterworld medicine]].  
<noinclude>
 
== Craftable Medicine ==
 
  
{{Resource
+
In terms of Medicine's optimal use in regards to its medical potency: medicine is best used for treating diseases and infections; it's overkill for standard injuries (unless a pawn is bleeding out so rapidly that they'll bleed out even before herbal medicine treats the wounds), but also isn't good enough to reliably perform surgical operations - unless the doctor is bionic and is enhanced by potentially [[luciferium]] and [[go-juice]] in conjunction, or is a trauma savant. If you use ordinary medicine in surgical operations, you are generally going to be taking a somewhat significant risk, as you're less likely to succeed with ordinary medicine in Alpha 16 compared to if you were to use herbal medicine in Alpha 15.
| name        = Herbal Medicine
 
| image      = Herbal_Medicine.png
 
| description = This is a cheaper type of medicine. You are able to farm this medicine by growing the '''[[Xergium plant]]'''. 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.
 
}}
 
  
== Imported Medicine ==
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Although there's a lot of talk about Medicine when it comes to diseases; ordinary Medicine is still adequate for treating even the [[plague]] and [[malaria]] with ordinary beds, providing that the patients are rested at all times and well-fed, treatment is prompt, and a healthy doctor with at least 8 or 9 medicine skill (even without the use of the holy grail that is [[penoxycyline]]).
{{Resource
 
| name        = Medikits
 
| image      = Medicine Icon.png
 
| description = Medikits can be [[trade|traded]] for profit or used to heal colonists and prisoners (if '''allow medicine''' is selected in the prisoner tab). When used it gives an increased chance of applying '''Good Treatment''' to the injured colonist, while no medicine guarantees '''Bad Treatment'''.
 
}}
 
  
{{Resource
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Medicine can either be looted from pirate [[raider]]s, purchased from outlandish/orbital traders, or manufactured at a [[drug lab]] using herbal medicine, [[cloth]], and [[neutroamine]]. For the latter option, only people with at least 6 medicine ''and'' 3 crafting can produce medicine.
| name        = Glitterworld Medicine
 
| image      = Glitterworld Medicine.png
 
| description = Glitterworld medicine can be [[trade|bought]] from traders. It has a high chance for a good treatment.
 
}}
 
 
</noinclude>
 
</noinclude>

Revision as of 10:11, 1 February 2017

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 in doctoring to improve the results of medical treatment substantially compared to the organic herbal medicine, but isn't as effective as glitterworld medicine.

In terms of Medicine's optimal use in regards to its medical potency: medicine is best used for treating diseases and infections; it's overkill for standard injuries (unless a pawn is bleeding out so rapidly that they'll bleed out even before herbal medicine treats the wounds), but also isn't good enough to reliably perform surgical operations - unless the doctor is bionic and is enhanced by potentially luciferium and go-juice in conjunction, or is a trauma savant. If you use ordinary medicine in surgical operations, you are generally going to be taking a somewhat significant risk, as you're less likely to succeed with ordinary medicine in Alpha 16 compared to if you were to use herbal medicine in Alpha 15.

Although there's a lot of talk about Medicine when it comes to diseases; ordinary Medicine is still adequate for treating even the plague and malaria with ordinary beds, providing that the patients are rested at all times and well-fed, treatment is prompt, and a healthy doctor with at least 8 or 9 medicine skill (even without the use of the holy grail that is penoxycyline).

Medicine can either be looted from pirate raiders, purchased from outlandish/orbital traders, or manufactured at a drug lab using herbal medicine, cloth, and neutroamine. For the latter option, only people with at least 6 medicine and 3 crafting can produce medicine.