Difference between revisions of "Medicine"

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(Added table with importance of consciousness, sight and manipulation.)
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<noinclude>
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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
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{{Infobox main|medicine
 +
| name = Medicine
 +
| image = Medicine.png|Medicine
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| 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
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| type2 = Medicine
 +
| hp = 60
 +
| deterioration = 2
 +
| marketvalue = 18
 +
| beauty = -4
 +
| mass base = 0.5
 +
| flammability = 0.7
 +
| stack limit = 25
 +
| path cost = 15
 +
| rotatable = false
 +
<!-- Medical -->
 +
| medical potency base = 1
 +
| medical quality max = 1
 +
<!-- Creation -->
 +
| production facility 1 = Drug lab
 +
| work to make = 700
 +
| resource 1 = Cloth
 +
| resource 1 amount = 3
 +
| resource 2 = Herbal medicine
 +
| resource 2 amount = 1
 +
| resource 3 = Neutroamine
 +
| resource 3 amount = 1
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<!-- Technical -->
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| defName = Medicine
 +
<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
| def name = Medicine
 
| description = Medical staff use these supplies to heal the wounded.
 
 
| draw gui overlay = true
 
| draw gui overlay = true
| 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
| path cost = 15
 
 
| resource readout priority = Middle
 
| resource readout priority = Middle
| rotatable = false
 
 
| selectable = true
 
| selectable = true
 
| sound drop = Standard_Drop
 
| sound drop = Standard_Drop
 
| sound interact = Standard_Drop
 
| sound interact = Standard_Drop
| stack limit = 75
 
 
| thing class = Medicine
 
| thing class = Medicine
| use standard health = true
 
| max health base = 100
 
 
| use hit points = true
 
| use hit points = true
| deterioration rate base = 1
 
| flammability base = 1.0
 
| market value base = 25
 
| max hit points base = 100
 
| medical potency base = 1.0
 
 
}}
 
}}
</noinclude>
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'''Medicine''', also called '''industrial-tech medicine''', is an expendable item used in [[doctoring]].
 
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
 
'''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. 
 
 
 
 
 
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.
 
  
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
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== Acquisition ==
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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.
  
As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.
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== Efficiency ==
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Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
  
{| {{STDT| sortable c_06 text-center}}
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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).  
! Doctoring stats !! Consciousness !! Sight !! Manipulation
 
|-
 
! [[Base_Healing_Quality|Base Healing Quality]]
 
| - || | 70% || | 90%
 
|-
 
! [[Healing_Speed|Healing Speed]]
 
| 100% || | 80% || | 90%
 
|-
 
! [[Surgery_Success_Chance|Surgery Success Chance]]
 
| 100% || | 40% || | 40%
 
|}
 
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%.  
 
  
<noinclude>
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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 the max 98% success rate for most surgeries.  
 
 
== Resource Shortage ==
 
{{Resource| name        = No Medicine
 
| 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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
}}
 
  
== Growable Medicine ==
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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+.
{{Item
 
| name        = Herbal Medicine
 
| image      = Herbal_Medicine.png
 
| description = ''A pack of herbal concoctions typically extracted from the Xerigium plant. Less potent than industrial pharmaceuticals.''
 
| information = Herbal Medicine is a cheaper and easier to obtain form of medicine. This is the only medicine that can be obtained via farming [[Xerigium]], 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]].
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.85 }}
 
}}
 
  
== Imported Medicine ==
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== Version history ==
{{Item
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* In 1.0 it received a new description.
| name        = Medikits
 
| image      = Medicine Icon.png
 
| description = ''Medical staff use these supplies to heal the wounded.''
 
| information = 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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 1.0 }}
 
}}
 
  
{{Item
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[[Category:Medical Item]] [[Category:Medicine]]
| name        = Glitterworld Medicine
 
| image      = Glitterworld Medicine.png
 
| description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''
 
| information = 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.
 
| tags        =
 
{{Tag/Chance for Good Treatment | 1.8 }}
 
}}
 
</noinclude>
 

Revision as of 21:28, 24 April 2022

Medicine

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 ItemsMedicine
Market Value
18 Silver
Stack Limit
25
Mass
0.5 kg
Beauty
-4
HP
60
Deterioration Rate
2
Flammability
70%
Rotatable
False
Path Cost
15

Medical

Medical Potency
100%
Max medical tend quality
100%

Creation

Crafted At
Drug lab
Work To Make
700 ticks (11.67 secs)
Resources to make
Cloth 3 + Herbal medicine 1 + Neutroamine 1
Technical
defName
Medicine


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 the max 98% 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.