Difference between revisions of "Medicine"

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<noinclude>
 
{{Define|Medicine
 
{{Define|Medicine
 
| always haulable = true
 
| always haulable = true
Line 18: Line 19:
 
| 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>
 
<!--Top Nav Box-->
 
{| align=center
 
! {{MainSection_Nav}}
 
|}
 
{| align=center
 
| {{Resources_Nav}}
 
|}
 
<hr>
 
<!-- End of Nav -->
 
 
</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 in [[doctoring]] to improve the results of medical treatment substantially compared to the organic [[herbal medicine]], but isn't as effective as [[glitterworld medicine]].  
  
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.
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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.
  
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
+
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]]).
  
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.
+
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.
 
 
<noinclude>
 
== Resource Shortage ==
 
{{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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
}}
 
 
 
== Growable Medicine ==
 
{{Item
 
| name        = Herbal Medicine
 
| image      = Herbal_Medicine.png
 
| description = ''Game Description Needed''
 
| 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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.85 }}
 
}}
 
 
 
== Imported Medicine ==
 
{{Item
 
| name        = Medikits
 
| image      = Medicine Icon.png
 
| 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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 1.0 }}
 
}}
 
 
 
{{Item
 
| name        = Glitterworld Medicine
 
| image      = Glitterworld Medicine.png
 
| description = ''Game Description Needed''
 
| 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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 1.8 }}
 
}}
 
 
</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.