Difference between revisions of "Medicine"

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| market value base = 25
 
| market value base = 25
 
| max hit points 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 treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds.
+
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]].  
  
{{asof|A15}} you can now produce medicine from herbal medicine, [[neutroamine]] and [[cloth]]. This requires research and the building [[Drug lab]].
+
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]]).
  
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.
+
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.
 
 
'''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.
 
 
 
{| {{STDT| sortable c_06 text-center}}
 
! 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>
 
 
 
== Resource Shortage ==
 
{{Resource| name        = No Medicine
 
| 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        =
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
}}
 
 
 
== Growable Medicine ==
 
{{Item
 
| name        = Herbal Medicine
 
| image      = Herbal_Medicine.png
 
| description = ''A pack of herbal concoctions typically extracted from the Healroot plant. Less potent than industrial pharmaceuticals.''
 
| 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        =
 
{{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 = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''
 
| 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        =
 
{{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.