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{{Infobox main|medicine
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{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
| name = Medicine
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'''Medicine''' is used to improve outcomes when healing colonists.
| image = Medicine industrial a.png
 
| description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.
 
<!-- Base Stats -->
 
| type = Medical Items
 
| type2 = Medicine
 
| tech level = Industrial
 
| hp = 60
 
| deterioration = 2
 
| marketvalue = 18
 
| beauty = -4
 
| mass base = 0.5
 
| flammability = 0.7
 
| stack limit = 25
 
| path cost = 14
 
| rotatable = false
 
<!-- Medical -->
 
| medical potency base = 1
 
| medical quality max = 1
 
<!-- Creation -->
 
| production facility 1 = Drug lab
 
| work to make = 700
 
| work speed stat = Drug Synthesis Speed
 
| research = Medicine production
 
| resource 1 = Cloth
 
| resource 1 amount = 3
 
| resource 2 = Herbal medicine
 
| resource 2 amount = 1
 
| resource 3 = Neutroamine
 
| resource 3 amount = 1
 
| bulk product amount = 4
 
<!-- Technical -->
 
| defName = MedicineIndustrial
 
<!-- Unused -->
 
| always haulable = true
 
| draw gui overlay = true
 
| graphic class = Graphic_Single
 
| graphic path = Things/Item/Resource/Medicine
 
| label = medicine
 
| parent name = ResourceBase
 
| resource readout priority = Middle
 
| selectable = true
 
| sound drop = Standard_Drop
 
| sound interact = Standard_Drop
 
| thing class = Medicine
 
| use hit points = true
 
}}
 
'''Medicine''', also called '''industrial-tech medicine''' in the [[Health#Health tab|Health tab]], is an expendable item used in [[doctoring]].
 
  
== Acquisition ==
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Healing is done by colonists with [[doctoring]] enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good outcome''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.
Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]], 1 [[herbal medicine]] and 1 [[neutroamine]] (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.
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<noinclude>
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== No Medicine ==
  
== Summary ==
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{{Resource
{{stub|reason=Tend speed}}
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| name        = No Medicine
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 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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| description =  
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| tags        =
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{{Tag/Chance for Good Treatment | 0.5 }}
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}}
  
With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success.
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== Craftable Medicine ==
  
Medicine does not spoil, but will [[deteriorate]] when left outside.
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{{Resource
===Experience===
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| name        = Herbal Medicine
{{Medicine Experience Gain Table}}
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| image      = Herbal_Medicine.png
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| description = This is a cheaper type of medicine. You are able to farm this medicine by growing the '''[[Xergium plant]]'''. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and does not have anesthetic properties during medical operations, such as installing prostethics. It also cannot be used as the crafting material needed to make the hospital beds.
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| tags        =
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{{Tag/Chance for Good Treatment | 0.85 }}
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}}
  
== Analysis ==
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== Imported Medicine ==
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].
 
  
Industrial medicine is best used for [[disease]]s and [[surgery]], where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the [[plague]]. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease.
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{{Resource
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| name        = Medikits
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| image      = Medicine Icon.png
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| description = Medikits can be [[trade|bought]] from traders or taken from raiders. Combat traders carry large quantities of them at a discount price to encourage violence and raise demand for their other goods.
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| tags        =
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{{Tag/Chance for Good Treatment | 1.0 }}
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}}
  
It is generally misused for bruises, cuts, and other [[injuries]]. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the [[assign]] tab, you can set colonists and other pawns to [[herbal medicine]] or worse. You can also alter this in a colonist's Health tab.
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{{Resource
 
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| name        = Glitterworld Medicine
Regular medicine is enough to reach the 98% [[surgery|surgery success chance cap]], under the right circumstances. A ''healthy'' doctor with Medical 8 can reach the surgery cap (for most surgeries) in a [[light|lit]], [[clean]] room, using a normal quality [[hospital bed]]. Without a hospital bed (or [[sterile tile]]), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged [[Manipulation]], will quickly lower your success rates.
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| image      = Glitterworld Medicine.png
 
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| description = 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.
== Gallery ==
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| tags        =
<gallery>
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{{Tag/Chance for Good Treatment | 1.8 }}
Medicine industrial a.png|One medicine
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}}
Medicine industrial b.png|Partial stack
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</noinclude>
Medicine industrial c.png|Full stack
 
</gallery>
 
 
 
== Version history ==
 
* 1.0 - Received a new description.
 
* [[Version/1.4.3523|1.4.3523]] - Added recipe for bulk medicine creation.
 
 
 
<gallery>
 
Medicine industrial old 4.png|Fourth texture
 
Medicine industrial old 3.png|Third texture
 
Medicine industrial old 2.png|Second texture
 
Medicine industrial old.png|First texture
 
</gallery>
 
 
 
[[Category:Medical Item]] [[Category:Medicine]]
 

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