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{{Infobox main|medicine
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{{UC}}
| name = Medicine
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<noinclude>
| image = Medicine industrial a.png
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{{Define|Medicine
| 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
 
| always haulable = true
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| def name = Medicine
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| description = Medical staff use these supplies to heal the wounded.
 
| draw gui overlay = true
 
| draw gui overlay = true
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| e type = Medicine
 
| graphic class = Graphic_Single
 
| graphic class = Graphic_Single
 
| graphic path = Things/Item/Resource/Medicine
 
| graphic path = Things/Item/Resource/Medicine
 
| label = medicine
 
| label = medicine
 
| parent name = ResourceBase
 
| parent name = ResourceBase
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| path cost = 15
 
| resource readout priority = Middle
 
| resource readout priority = Middle
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| rotatable = false
 
| selectable = true
 
| selectable = true
 
| sound drop = Standard_Drop
 
| sound drop = Standard_Drop
 
| sound interact = Standard_Drop
 
| sound interact = Standard_Drop
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| stack limit = 75
 
| thing class = Medicine
 
| thing class = Medicine
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| use standard health = true
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| max health base = 100
 
| use hit points = true
 
| use hit points = true
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| deterioration rate base = 1
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| flammability base = 1.0
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| market value base = 25
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| max hit points base = 100
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| medical potency base = 0.7
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|mass = 0.5
 
}}
 
}}
'''Medicine''', also called '''industrial-tech medicine''' in the [[Health#Health tab|Health tab]], is an expendable item used in [[doctoring]].
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</noinclude>
  
== Acquisition ==
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{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
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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'''Medicine''' is used to improve outcomes when treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds.
  
== Summary ==
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{{asof|A15}} you can now produce medicine from herbal medicine, [[neutroamine]] and [[cloth]]. This requires research and the building [[Drug lab]].
{{stub|reason=Tend speed}}
 
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.
 
  
With a Medical Potency of 100%, medicine has a 100% multiplier on both tend quality and surgery success.
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{{asof|A16}} treatments are now of any quality from 0-100%, rather than being 'good' or normal treatments. This directly affects the recovery rate from illnesses. Higher quality medicine improves the overall quality of the treatment.
  
Medicine does not spoil, but will [[deteriorate]] when left outside.
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Healing is done by colonists with the [[Skills#Medicine|medicine]] skill enabled. The patient needs to have [[Overview#Patient|patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.
===Experience===
 
{{Medicine Experience Gain Table}}
 
  
== Analysis ==
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'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
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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As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.
  
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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{| {{STDT| sortable c_06 text-center}}
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! Doctoring stats !! Consciousness !! Sight !! Manipulation
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|-
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! [[Base_Healing_Quality|Base Healing Quality]]  
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| - || | 70% || | 90%
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|-
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! [[Healing_Speed|Healing Speed]]  
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| 100% || | 80% || | 90%
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|-
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! [[Surgery_Success_Chance|Surgery Success Chance]]  
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| 100% || | 40% || | 40%
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|}
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The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.  
  
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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<noinclude>
  
== Gallery ==
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'''{{asof|A16}} the below table is obsolete as 'good' treatments are replaced by a treatment quality value ranging from 0-100%.'''
<gallery>
 
Medicine industrial a.png|One medicine
 
Medicine industrial b.png|Partial stack
 
Medicine industrial c.png|Full stack
 
</gallery>
 
  
== Version history ==
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== Resource Shortage ==
* 1.0 - Received a new description.
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{{Resource| name        = No Medicine
* [[Version/1.4.3523|1.4.3523]] - Added recipe for bulk medicine creation.
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| description = Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees bad treatment quality from any but the most experienced and/or enhanced of doctors.
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| tags        =
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{{Tag/Chance for Good Treatment | 0.5 }}
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}}
  
<gallery>
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== Growable Medicine ==
Medicine industrial old 4.png|Fourth texture
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{{Item
Medicine industrial old 3.png|Third texture
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| name        = Herbal Medicine
Medicine industrial old 2.png|Second texture
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| image      = Herbal_Medicine.png
Medicine industrial old.png|First texture
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| description = ''A pack of herbal concoctions typically extracted from the Healroot plant. Less potent than industrial pharmaceuticals.''
</gallery>
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| information = [[Herbal Medicine|Herbal medicine]] is a cheaper and easier to obtain form of medicine. This is the only medicine that can be obtained via farming [[Healroot]], generally making it very useful for new colonies with limited silver. It serves with most of the functions of normal medikits with the exception of not being as effective as medikits. However, it cannot serve as materials for a [[hospital bed]].
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| tags        =
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{{Tag/Chance for Good Treatment | 0.4 }}
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}}
  
[[Category:Medical Item]] [[Category:Medicine]]
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== Imported Medicine ==
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{{Item
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| name        = Medikits
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| image      = Medicine Icon.png
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| description = ''Medical staff use these supplies to heal the wounded.''
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| information = Medikits can be [[trade|bought]] from traders, taken from raiders or produced by colonists using a [[Drug lab]]. 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 | 0.7 }}
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}}
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{{Item
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| name        = Glitterworld Medicine
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| image      = Glitterworld Medicine.png
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| description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''
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| information = [[Glitterworld Medicine|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.
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| tags        =
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{{Tag/Chance for Good Treatment | 1.6 }}
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}}
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</noinclude>

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