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{{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality noted in in-game info}}
 
{{Infobox main|medicine
 
{{Infobox main|medicine
 
| name = Medicine
 
| name = Medicine
| image = Medicine industrial a.png
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| image = Medicine a.png
 
| description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
 
| description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
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| flammability = 0.7
 
| flammability = 0.7
 
| stack limit = 25
 
| stack limit = 25
| path cost = 14
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| path cost = 15
 
| rotatable = false
 
| rotatable = false
 
<!-- Medical -->
 
<!-- Medical -->
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| production facility 1 = Drug lab
 
| production facility 1 = Drug lab
 
| work to make = 700
 
| work to make = 700
| work speed stat = Drug Synthesis Speed
 
| research = Medicine production
 
 
| resource 1 = Cloth
 
| resource 1 = Cloth
 
| resource 1 amount = 3
 
| resource 1 amount = 3
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| resource 3 = Neutroamine
 
| resource 3 = Neutroamine
 
| resource 3 amount = 1
 
| resource 3 amount = 1
| bulk product amount = 4
 
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = MedicineIndustrial
 
| defName = MedicineIndustrial
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== Summary ==
 
== Summary ==
{{stub|reason=Tend speed}}
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{{stub}}
Any form of medicine can be used whenever a [[doctoring|doctor]] tends to an [[injury]] or [[disease]]. In most cases, medicine does not directly cause healing. Instead, using medicine and better medicine will increase [[tend quality]], increasing the [[injury#Healing rate|rate of healing]] for injuries, or slowing down progression of a disease. For [[gut worms]] and [[muscle parasites]], tend quality is directly used to cure the disease.
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{{Medicine Experience Gain Table}}
 
 
With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success.
 
  
 
Medicine does not spoil, but will [[deteriorate]] when left outside.
 
Medicine does not spoil, but will [[deteriorate]] when left outside.
===Experience===
 
{{Medicine Experience Gain Table}}
 
  
 
== Analysis ==
 
== Analysis ==
 
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
 
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
  
Industrial medicine is best used for [[disease]]s and [[surgery]], where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the [[plague]]. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease.
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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).  
  
It is generally misused for bruises, cuts, and other [[injuries]]. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the [[assign]] tab, you can set colonists and other pawns to [[herbal medicine]] or worse. You can also alter this in a colonist's Health tab.
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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, drug-enhanced or inspired then you can guarantee the max 98% success rate for most surgeries.  
  
Regular medicine is enough to reach the 98% [[surgery|surgery success chance cap]], under the right circumstances. A ''healthy'' doctor with Medical 8 can reach the surgery cap (for most surgeries) in a [[light|lit]], [[clean]] room, using a normal quality [[hospital bed]]. Without a hospital bed (or [[sterile tile]]), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged [[Manipulation]], will quickly lower your success rates.
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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+.
  
 
== Gallery ==
 
== Gallery ==
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== Version history ==
 
== Version history ==
 
* 1.0 - Received a new description.
 
* 1.0 - Received a new description.
* [[Version/1.4.3523|1.4.3523]] - Added recipe for bulk medicine creation.
 
 
<gallery>
 
Medicine industrial old 4.png|Fourth texture
 
Medicine industrial old 3.png|Third texture
 
Medicine industrial old 2.png|Second texture
 
Medicine industrial old.png|First texture
 
</gallery>
 
  
 
[[Category:Medical Item]] [[Category:Medicine]]
 
[[Category:Medical Item]] [[Category:Medicine]]

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