Difference between revisions of "Medicine"

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| always haulable = true
 
| always haulable = true
 
| def name = Medicine
 
| def name = Medicine
| description = Used to treat wounds.
+
| description = Medical staff use these supplies to heal the wounded.
 
| draw gui overlay = true
 
| draw gui overlay = true
 
| e type = Medicine
 
| e type = 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 = 0.7
+
| medical potency base = 1
|mass = 0.5
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| mass = 0.5
}}
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}}</noinclude><!--
</noinclude>
+
--><includeonly>{{Main Article | Medicine }}</includeonly>
<includeonly>{{Main Article | Medicine }}</includeonly>
 
 
 
 
Medicine is an item used in [[doctoring]].
 
Medicine is an item used in [[doctoring]].
  
 
== Acquisition ==
 
== Acquisition ==
Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using: [[cloth]] (x3), herbal medicine and [[neutroamine]] (skill requirement: medicine 6+ ''and'' crafting 3+).
+
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 ==
 
== Efficiency ==
 
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
 
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), but not good enough for surgical operations (except if the doctor is bionic and is enhanced with both [[go-juice]] and [[luciferium]], or is a trauma savant). It is still 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+ (even without [[penoxycyline]]).
+
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+.
  
  
 
</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+.