Difference between revisions of "Medicine"

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m (bold key word; aka "industrial-tech medicine")
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-->{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Cloth}}{{#set:Resource 1 Amount = 3}}{{#set:Resource 2 = Herbal medicine}}{{#set:Resource 2 Amount = 1}}{{#set:Resource 3 = Neutroamine}}{{#set:Resource 3 Amount = 1}}<!--
 
-->{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Cloth}}{{#set:Resource 1 Amount = 3}}{{#set:Resource 2 = Herbal medicine}}{{#set:Resource 2 Amount = 1}}{{#set:Resource 3 = Neutroamine}}{{#set:Resource 3 Amount = 1}}<!--
 
Do not delete- "temporarily" required while awaiting Define -> Infobox changeover.-->
 
Do not delete- "temporarily" required while awaiting Define -> Infobox changeover.-->
'''Medicine''' is an item used in [[doctoring]].
+
'''Medicine''', also called '''industrial-tech medicine''', is an expendable item used in [[doctoring]].
  
 
== Acquisition ==
 
== Acquisition ==

Revision as of 07:47, 15 April 2022

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, also called industrial-tech medicine, is an expendable item used in doctoring.

Acquisition

Medicine can either be purchased from traders, looted from raiders, 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 synthesis speed is dependent on the Intellectual skill.

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, drug-enhanced or inspired 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+.

Version history

In 1.0 it received a new description.