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− | {{ | + | {{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly> |
− | + | '''Medicine''' is used to improve outcomes when healing colonists. | |
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− | '''Medicine''' | ||
− | + | 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 outcome''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor. | |
− | + | <noinclude> | |
+ | == No Medicine == | ||
− | = | + | {{Resource |
− | + | | name = No Medicine | |
− | + | | description = | |
+ | }} | ||
− | + | == Craftable Medicine == | |
− | Medicine | + | {{Resource |
− | + | | name = Herbal Medicine | |
− | + | | image = Herbal_Medicine.png | |
+ | | description = This is a cheaper type of medicine. You are able to farm this medicine by growing the '''[[Xergium plant]]'''. 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. | ||
+ | }} | ||
− | == | + | == Imported Medicine == |
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− | + | {{Resource | |
+ | | name = Medikits | ||
+ | | image = Medicine Icon.png | ||
+ | | description = Medikits can be [[trade|traded]] for profit or used to heal colonists and prisoners (if '''allow medicine''' is selected in the prisoner tab). When used it gives an increased chance of applying '''Good Treatment''' to the injured colonist, while no medicine guarantees '''Bad Treatment'''. | ||
+ | }} | ||
− | + | {{Resource | |
− | + | | name = Glitterworld Medicine | |
− | + | | image = Glitterworld Medicine.png | |
− | + | | description = Glitterworld medicine can be [[trade|bought]] from traders. It has a high chance for a good treatment. | |
− | + | }} | |
− | + | </noinclude> | |
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− | Medicine | ||
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− | </ | ||
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