Difference between revisions of "Herbal medicine"

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<onlyinclude>
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{{Infobox main|medicine
{{infobox main||
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| name = Herbal medicine
|name = Herbal Medicine
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| image = Herbal medicine.png
|image = Herbal Medicine.png|Herbal Medicine
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| description = A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
|info = A pack of herbal concoctions typically extracted from the xerigium plant. Less potent than industrial pharmaceuticals.
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<!-- Base Stats -->
|type = Medicine{{!}}Medicine
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| type = Medical Items
|placeable =  
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| type2 = Medicine
|hp = 100
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| tech level = Neolithic
|deterioration = 5.00/d
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| hp = 60
|potency = 85%
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| deterioration = 6
 +
| marketvalue = 10
 +
| beauty = -4
 +
| mass base = 0.35
 +
| flammability = 1.3
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| stack limit = 25
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| path cost = 14
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| rotatable = false
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| days to rot = 150
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<!-- Medical -->
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| medical potency base = 0.6
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| medical quality max = 0.7
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<!-- Technical -->
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| defName = MedicineHerbal
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<!-- Unused -->
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| always haulable = true
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| draw gui overlay = true
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| e type = Medicine
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| graphic class = Graphic_Single
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| graphic path = Things/Item/Resource/MedicineHerbal
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| label = herbal medicine
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| parent name = ResourceBase
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| resource readout priority = Middle
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| selectable = true
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| sound drop = Standard_Drop
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| sound interact = Standard_Drop
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| thing class = Medicine
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| ticker type = Rare
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| use hit points = true
 
}}
 
}}
</onlyinclude>
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'''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. It will also [[Deterioration|deteriorate]] when left outdoors, under the usual conditions.
  
{{Info|'''Herbal medicine''' performs the same function as normal medicine but with less efficiency, decreasing success rate.
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== Acquisition ==
As a medicine that can be grown, it makes for a good source of medicine for jobs that do not require a high success rate, or as a fall back medicine if your normal or [[Glitterworld Medicine|glitterworld medicine]] stockpile is lacking.}}
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Herbal medicine can be harvested from [[healroot]] and [[wild healroot]], purchased from neolithic traders, or found on [[Tribal]] pawns.  
  
[[Category:Medicine]]
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== Usage ==
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Herbal medicine can also be used to make industrial [[medicine]]. This requires {{Required Resources|Medicine}}, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.
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{{Ingredient List|noCollapse=true}}
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== Summary ==
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{{Stub|reason=Tend speed effects}}
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Any form of medicine can be used whenever a [[doctoring|doctor]] tends to an [[injury]] or [[disease]]. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of medicine will increase [[tend quality]], increasing the [[injury#Healing rate|rate of healing]] for injuries, or slowing down progression of a disease. For [[gut worms]] and [[muscle parasites]], tend quality is directly used to cure the disease.
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With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.
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Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left [[Temperature|unrefrigerated]].
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=== Experience ===
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{{Medicine Experience Gain Table}}
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== Analysis ==
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Herbal medicine is a cost-efficient choice for treating injuries and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all [[disease]]s, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial medicine.
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It often isn't practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail. But in the right setup, it is possible to reach the 98% [[surgery|surgery success chance cap]], even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:
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* Surgeon with 8 Medical skill, and with (at least) 100% [[Manipulation]] and 100% [[Sight]]
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* [[Sterile tile|Sterile room]] (0.6 Cleanliness) that is well-[[light|lit]]
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* [[Hospital bed]] of ''excellent [[quality]] or higher''
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Note that some surgeries, like [[carcinoma]] removal, are more difficult than usual. Others, like [[ovum]] extraction {{BiotechIcon}}, are much easier and require less stringent conditions. It is also possible to use herbal medicine for [[prisoner]]s and other pawns you don't care about, even if you don't reach the surgery success cap.
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== Version history ==
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* [[Version/0.8.657|0.8.657]] - Added
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* Beta 19/1.0 - now has a limit to maximum tend quality.
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[[Category:Medical Item]] [[Category:Medicine]]

Latest revision as of 15:07, 7 January 2024

Herbal medicine

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.

Base Stats

Type
Medical ItemsMedicine
Tech Level
Neolithic
Market Value
10 Silver
Stack Limit
25
Mass
0.35 kg
Beauty
-4
HP
60
Deterioration Rate
6
Flammability
130%
Days To Start Rot
150
Rotatable
False
Path Cost
14

Medical

Medical Potency
60%
Max medical tend quality
70%
Technical
defName
MedicineHerbal


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. It will also deteriorate when left outdoors, under the usual conditions.

Acquisition[edit]

Herbal medicine can be harvested from healroot and wild healroot, purchased from neolithic traders, or found on Tribal pawns.

Usage[edit]

Herbal medicine can also be used to make industrial medicine. This requires Cloth 3 Cloth, Herbal medicine 1 Herbal medicine, Neutroamine 1 Neutroamine, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.

  • Product Ingredients Type [ExpandCollapse]
    Peg leg Peg leg Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Wooden foot Wooden foot Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Wooden hand Wooden hand Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Medicine Medicine Cloth 3 + Herbal medicine 1 + Neutroamine 1 Medical Items - Medicine
  • Summary[edit]

    Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. For gut worms and muscle parasites, tend quality is directly used to cure the disease.

    With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.

    Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left unrefrigerated.

    Experience[edit]

    The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:

    XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate

    Where:

    • Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
    • Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
    • Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
    Medicine Potency XP Factor Tend XP from patient
    Human Animal
    Doctor care but no medicine.png None 0.30 0.5 250 87.5
    Herbal medicine Herbal medicine 0.60 0.5 250 87.5
    Medicine Medicine 1.00 0.7 350 122.5
    Glitterworld medicine Glitterworld medicine 1.60 1 500 175

    Analysis[edit]

    Herbal medicine is a cost-efficient choice for treating injuries and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all diseases, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial medicine.

    It often isn't practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail. But in the right setup, it is possible to reach the 98% surgery success chance cap, even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:

    Note that some surgeries, like carcinoma removal, are more difficult than usual. Others, like ovum extraction Content added by the Biotech DLC, are much easier and require less stringent conditions. It is also possible to use herbal medicine for prisoners and other pawns you don't care about, even if you don't reach the surgery success cap.

    Version history[edit]

    • 0.8.657 - Added
    • Beta 19/1.0 - now has a limit to maximum tend quality.