Difference between revisions of "Medicine"

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| stack limit = 75
 
| stack limit = 75
 
| thing class = Medicine
 
| thing class = Medicine
| use standard health = true
 
| max health base = 100
 
 
| use hit points = true
 
| use hit points = true
| deterioration rate base = 1
+
| deterioration rate base = 2
 
| flammability base = 1.0
 
| flammability base = 1.0
| market value base = 25
+
| market value base = 18
| max hit points base = 100
+
| max hit points base = 60
| medical potency base = 1.0
+
| medical potency base = 1
}}
+
| mass = 0.5
</noinclude>
+
}}</noinclude><!--
 +
--><includeonly>{{Main Article | Medicine }}</includeonly>
 +
Medicine is an item used in [[doctoring]].
  
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
+
== Acquisition ==
'''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.
+
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).
  
Healing is done by colonists with the [[skills|medicine]] skill 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.
+
== Efficiency ==
 +
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
  
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
+
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).  
  
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.
+
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.  
  
<noinclude>
+
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 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 Xerigium plant. Less potent than industrial pharmaceuticals.''
 
| information = Herbal Medicine is a cheaper and easier to obtain form of medicine that can be used to treat [[injury]]. This is the only medicine that can be obtained via farming [[Xerigium]], generally making it very useful for new colonies with limited silver. It serves the same functions as normal medkits with the exception of not being as effective as medkits. However, it cannot serve as materials for [[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 = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''
 
| 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 10:29, 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+.