Difference between revisions of "Herbal medicine"
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== Summary == | == Summary == | ||
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− | Any form of 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 types of 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. |
===Experience=== | ===Experience=== |
Revision as of 06:48, 22 January 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info. |
Herbal medicine
A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
Base Stats
- Type
- Medical Items – Medicine
- Tech Level
- Neolithic
- Stack Limit
- 25
- Mass
- 0.35 kg
- Beauty
- -4
- HP
- 60
- Deterioration Rate
- 6
- Flammability
- 130%
- Days To Start Rot
- 150
- Rotatable
- False
- Path Cost
- 15 (46%)
Medical
- Medical Potency
- 60%
- Max medical tend quality
- 70%
- defName
- MedicineHerbal
Herbal medicine is an organic medicine used in doctoring to improve the results of medical treatment over not using medicine at all, but is significantly less effective than medicine and glitterworld medicine. In addition, herbal medicine will spoil in 150 days, or 2.5 years, if not refrigerated. See Temperature for details. It will also deteriorate when left outdoors, under the usual conditions.
Acquisition
Herbal medicine can be harvested from healroot and wild healroot, purchased from neolithic traders, or found on Tribal pawns.
Summary
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of medicine will increase tend quality, increasing the 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.
Experience
The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:
XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate |
Where:
- Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
- Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
- Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
Medicine | Potency | XP Factor | Tend XP from patient | |
---|---|---|---|---|
Human | Animal | |||
None | 0.30 | 0.5 | 250 | 87.5 |
Herbal medicine | 0.60 | 0.5 | 250 | 87.5 |
Medicine | 1.00 | 0.7 | 350 | 122.5 |
Glitterworld medicine | 1.60 | 1 | 500 | 175 |
Analysis
Herbal medicine is a cost-efficient choice for treating injuries or minor illness, where its maximun tend quality of 70% will suffice. It also combines well with the tend quality offset of hospital beds, which allow tending results above this normal maximum. If a sick colonist's immunity is sufficiently far ahead of the disease progress, herbal medicine can be used in place of better medicine.
Under most circumstances it is not practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail, unless using your most enhanced doctors.
Herbal medicine can be used to make medicine when combined with cloth and neutroamine at a drug lab, which requires somebody who has at least 4 intellectual and 4 crafting in order to do.
Version history
- 0.8.657 - Added
- Beta 19/1.0 - now has a limit to maximum tend quality.