Difference between revisions of "Medicine"
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− | <noinclude>{{ | + | <noinclude> |
− | + | {{Define|Medicine | |
− | + | | always haulable = true | |
+ | | def name = Medicine | ||
+ | | description = Medical staff use these supplies to heal the wounded. | ||
+ | | draw gui overlay = true | ||
+ | | e type = Medicine | ||
+ | | graphic class = Graphic_Single | ||
+ | | graphic path = Things/Item/Resource/Medicine | ||
+ | | label = medicine | ||
+ | | parent name = ResourceBase | ||
+ | | path cost = 15 | ||
+ | | resource readout priority = Middle | ||
+ | | rotatable = false | ||
+ | | selectable = true | ||
+ | | sound drop = Standard_Drop | ||
+ | | sound interact = Standard_Drop | ||
+ | | stack limit = 75 | ||
+ | | thing class = Medicine | ||
+ | | use hit points = true | ||
+ | | deterioration rate base = 2 | ||
+ | | flammability base = 1.0 | ||
+ | | market value base = 18 | ||
+ | | max hit points base = 60 | ||
+ | | medical potency base = 1 | ||
+ | | mass = 0.5 | ||
+ | }} | ||
+ | </noinclude> | ||
+ | <includeonly>{{Main Article | Medicine }}</includeonly> | ||
+ | |||
+ | Medicine is an item used in [[doctoring]]. | ||
− | + | == Acquisition == | |
+ | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using: [[cloth]] (x3), herbal medicine and [[neutroamine]] (skill requirement: medicine 6+ ''and'' crafting 3+. As of Alpha 17, the pawn must also be capable of intellectual work). | ||
− | + | == Efficiency == | |
+ | Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]]. | ||
− | + | Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound). | |
− | + | Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant or drug-enhanced then you can guarantee 100% success rate for most surgeries. | |
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− | + | It is adequate against [[plague]] and [[malaria]] with ordinary beds so long as the patients are resting full time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+. | |
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</noinclude> | </noinclude> |
Revision as of 17:55, 28 July 2017
Medicine
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 Item – Medicine
- 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 an item used in doctoring.
Acquisition
Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using: cloth (x3), herbal medicine and neutroamine (skill requirement: medicine 6+ and crafting 3+. As of Alpha 17, the pawn must also be capable of intellectual work).
Efficiency
Superior to herbal medicine but inferior to glitterworld medicine.
Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound).
Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant or drug-enhanced then you can guarantee 100% success rate for most surgeries.
It is adequate against plague and malaria with ordinary beds so long as the patients are resting full time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+.