Difference between revisions of "Medicine"

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{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
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<noinclude>
'''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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{{Define|Medicine
 +
| always haulable = true
 +
| def name = Medicine
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| description = Medical staff use these supplies to heal the wounded.
 +
| draw gui overlay = true
 +
| e type = Medicine
 +
| graphic class = Graphic_Single
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| graphic path = Things/Item/Resource/Medicine
 +
| label = medicine
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| 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
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| use hit points = true
 +
| deterioration rate base = 2
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| flammability base = 1.0
 +
| market value base = 18
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| 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]].
  
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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== Acquisition ==
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Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]] , herbal medicine and [[neutroamine]] (skill requirement: medicine 6+ and crafting 3+, the pawn must also be capable of intellectual work).
  
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
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== Efficiency ==
 
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Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
<noinclude>
 
{{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 of doctors.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
}}
 
  
== Growable Medicine ==
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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).
  
{{Resource
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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.  
| name        = Herbal Medicine
 
| image      = Herbal_Medicine.png
 
| description = 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 ==
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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+.
  
{{Resource
 
| name        = Medikits
 
| image      = Medicine Icon.png
 
| description = 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 }}
 
}}
 
  
{{Resource
 
| name        = Glitterworld Medicine
 
| image      = Glitterworld Medicine.png
 
| description = 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 10:29, 5 January 2018

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 an item used in doctoring.

Acquisition

Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using 3 cloth , herbal medicine and neutroamine (skill requirement: medicine 6+ and crafting 3+, 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+.