Difference between revisions of "Herbal medicine"
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− | + | {{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info}} | |
− | {{ | + | {{Define|Medicine |
− | | | + | | always haulable = true |
− | | | + | | def name = HerbalMedicine |
− | | | + | | description = A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing. |
− | |type = Medicine | + | | draw gui overlay = true |
− | | | + | | e type = Medicine |
− | | | + | | graphic class = Graphic_Single |
− | |deterioration = | + | | graphic path = Things/Item/Resource/MedicineHerbal |
− | |potency = | + | | label = herbal medicine |
+ | | parent name = ResourceBase | ||
+ | | path cost = 15 | ||
+ | | resource readout priority = Middle | ||
+ | | rotatable = false | ||
+ | | selectable = true | ||
+ | | sound drop = Standard_Drop | ||
+ | | sound interact = Standard_Drop | ||
+ | | stack limit = 25 | ||
+ | | thing class = Medicine | ||
+ | | ticker type = Rare | ||
+ | | use hit points = true | ||
+ | | deterioration rate base = 6 | ||
+ | | flammability base = 1.3 | ||
+ | | market value base = 10 | ||
+ | | max hit points base = 60 | ||
+ | | medical potency base = 0.6 | ||
+ | | mass = 0.35 | ||
+ | | beauty base = -4 | ||
}} | }} | ||
− | + | '''Herbal medicine''' is an organic medicine used in [[doctoring]] to improve the results of medical treatment over not using medicine at all, but is significantly less effective than [[medicine]] and [[glitterworld medicine]]. In addition, herbal medicine will spoil in 150 days, or 2.5 years, if not refrigerated. See [[Temperature#Temperature Thresholds|Temperature]] for details | |
− | Herbal medicine | + | ==Acquisition== |
+ | Herbal medicine can be harvested from [[healroot]] and [[wild healroot]], purchased from neolithic traders, or found on [[Tribal]] pawns. | ||
− | + | == Usage == | |
+ | |||
+ | Herbal medicine is a cost-efficient choice for treating injuries or minor illness, where its maximun tend quality of 70% will suffice. It also combines well with the tend quality offset of hospital beds, which allow tending results above its normal maximum. If a sick colonist's immunity is sufficiently far ahead of the disease progress, herbal medicine can be used in place of better medicine. | ||
+ | |||
+ | Under most circumstances it is not practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail, unless when using your most enhanced doctors. | ||
+ | |||
+ | Herbal medicine can be used to make medicine when combined with [[cloth]] and [[neutroamine]] at a [[drug lab]], which requires somebody who has at least 4 intellectual and 4 crafting in order to do. | ||
+ | |||
+ | ==Version History== | ||
+ | *[[Version/0.8.657|0.8.657]] - Added | ||
+ | *Beta 19/1.0 - now has a limit to maximum tend quality. |
Revision as of 01:32, 5 June 2021
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info. |
Herbal medicine
A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
- Type
- Medical Item – Medicine
- Stack Limit
- 25
Base Stats
- Beauty
- −4
- Days To Start Rot
- 150
- Deterioration Rate
- 6
- Flammability
- 1.3
- Market Value
- 10
- Mass
- 0.35
- Max Hit Points
- 60
- Medical Potency
- 0.6
Stat Modifiers
Herbal medicine is an organic medicine used in doctoring to improve the results of medical treatment over not using medicine at all, but is significantly less effective than medicine and glitterworld medicine. In addition, herbal medicine will spoil in 150 days, or 2.5 years, if not refrigerated. See Temperature for details
Acquisition
Herbal medicine can be harvested from healroot and wild healroot, purchased from neolithic traders, or found on Tribal pawns.
Usage
Herbal medicine is a cost-efficient choice for treating injuries or minor illness, where its maximun tend quality of 70% will suffice. It also combines well with the tend quality offset of hospital beds, which allow tending results above its normal maximum. If a sick colonist's immunity is sufficiently far ahead of the disease progress, herbal medicine can be used in place of better medicine.
Under most circumstances it is not practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail, unless when using your most enhanced doctors.
Herbal medicine can be used to make medicine when combined with cloth and neutroamine at a drug lab, which requires somebody who has at least 4 intellectual and 4 crafting in order to do.
Version History
- 0.8.657 - Added
- Beta 19/1.0 - now has a limit to maximum tend quality.