Difference between revisions of "Medicine"

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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
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| name = Medicine
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| 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 -->
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| medical potency base = 1
 +
| medical quality max = 1
 +
<!-- Creation -->
 +
| production facility 1 = Drug lab
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| work to make = 700
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| resource 1 = Cloth
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| resource 1 amount = 3
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| resource 2 = Herbal medicine
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| resource 2 amount = 1
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| resource 3 = Neutroamine
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| resource 3 amount = 1
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<!-- Technical -->
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| defName = Medicine
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<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
| def name = 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.
 
 
| 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 = 25
 
 
| thing class = Medicine
 
| thing class = Medicine
 
| use hit points = true
 
| use hit points = true
| deterioration rate base = 2
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}}
| flammability base = 1.0
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'''Medicine''', also called '''industrial-tech medicine''', is an expendable item used in [[doctoring]].
| market value base = 18
 
| max hit points base = 60
 
| medical potency base = 1
 
| mass = 0.5
 
| beauty base = -4
 
}}</noinclude><!--
 
--><includeonly>{{Main Article | Medicine }}</includeonly>
 
'''Medicine''' is an item used in [[doctoring]].
 
  
 
== Acquisition ==
 
== Acquisition ==
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 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.
  
 
== Efficiency ==
 
== Efficiency ==
Superior to herbal medicine but inferior to [[glitterworld medicine]].  
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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).  
 
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.  
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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.  
  
 
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+.
 
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 ==
 
== Version history ==
 +
* In 1.0 it received a new description.
  
In 1.0 it received a new description.
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[[Category:Medical Item]] [[Category:Medicine]]
 
 
</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.