Difference between revisions of "Medicine"

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m (Updated some figures. Page definitely needs updating though; probably a re-write to some degree)
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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 = 0.7
+
| medical potency base = 1
|mass = 0.5
+
| 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 treating a colonist's [[injury]](s), to remove or install body parts/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).
  
{{asof|A15}} you can now produce medicine from herbal medicine, [[neutroamine]] and [[cloth]]. This requires research and the building [[Drug lab]].
+
== 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).
  
Healing is done by colonists with the [[Skills#Medicine|medicine]] skill enabled. The patient needs to have [[Overview#Patient|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.
+
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.  
  
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
+
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+.
  
As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.
 
  
{| {{STDT| sortable c_06 text-center}}
 
! Doctoring stats !! Consciousness !! Sight !! Manipulation
 
|-
 
! [[Base_Healing_Quality|Base Healing Quality]]
 
| - || | 70% || | 90%
 
|-
 
! [[Healing_Speed|Healing Speed]]
 
| 100% || | 80% || | 90%
 
|-
 
! [[Surgery_Success_Chance|Surgery Success Chance]]
 
| 100% || | 40% || | 40%
 
|}
 
The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.
 
 
<noinclude>
 
 
== 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 Healroot plant. Less potent than industrial pharmaceuticals.''
 
| information = [[Herbal Medicine|Herbal medicine]] is a cheaper and easier to obtain form of medicine. This is the only medicine that can be obtained via farming [[Healroot]], generally making it very useful for new colonies with limited silver. It serves with most of the functions of normal medikits with the exception of not being as effective as medikits. However, it cannot serve as materials for a [[hospital bed]].
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.4 }}
 
}}
 
 
== 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, taken from raiders or produced by colonists using a [[Drug lab]]. 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 | 0.7 }}
 
}}
 
 
{{Item
 
| name        = Glitterworld Medicine
 
| image      = Glitterworld Medicine.png
 
| description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''
 
| information = [[Glitterworld Medicine|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 | 1.6 }}
 
}}
 
 
</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+.