Difference between revisions of "Medicine"

From RimWorld Wiki
Jump to navigation Jump to search
(Now only details the information for ordinary medicine. Rest of doctoring information will be on a new page (which all 3 medicine types will link to) called 'Doctoring', and up-to-date for Alpha 16.)
(13 intermediate revisions by 5 users not shown)
Line 18: Line 18:
 
| 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 in [[doctoring]] to improve the results of medical treatment substantially compared to the organic [[herbal medicine]], but isn't as effective as [[glitterworld medicine]].  
+
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).
 +
 
 +
== 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+.
  
In terms of Medicine's optimal use in regards to its medical potency: medicine is best used for treating diseases and infections; it's overkill for standard injuries (unless a pawn is bleeding out so rapidly that they'll bleed out even before herbal medicine treats the wounds), but also isn't good enough to reliably perform surgical operations - unless the doctor is bionic and is enhanced by potentially [[luciferium]] and [[go-juice]] in conjunction, or is a trauma savant. If you use ordinary medicine in surgical operations, you are generally going to be taking a somewhat significant risk, as you're less likely to succeed with ordinary medicine in Alpha 16 compared to if you were to use herbal medicine in Alpha 15.
 
  
Medicine can either be occasionally looted from pirate [[raider]]s, purchased from outlandish/orbital traders, or manufactured at a [[drug lab]] using herbal medicine, [[cloth]], and [[neutroamine]]. For the latter option, only people with at least 6 medicine ''and'' 3 crafting can produce medicine.
 
 
</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+.