Difference between revisions of "Herbal medicine"
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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. | 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. | ||
− | With a Medical Potency of 60%, herbal medicine has a | + | With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%. |
Herbal medicine can also be used to make industrial [[medicine]]. This requires {{Required Resources|Medicine}}, and a crafter with at least 4 Intellectual and 4 Crafting in order to do. | Herbal medicine can also be used to make industrial [[medicine]]. This requires {{Required Resources|Medicine}}, and a crafter with at least 4 Intellectual and 4 Crafting in order to do. |
Revision as of 23:52, 3 April 2023
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: Tend speed effects. |
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.
With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.
Herbal medicine can also be used to make industrial medicine. This requires 3 Cloth, 1 Herbal medicine, 1 Neutroamine, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.
Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left unrefrigerated.
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 and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all diseases, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial 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. But in the right setup, it is possible to reach the 98% surgery success chance cap. With herbal medicine, you can reach 98% surgery success in the following conditions:
- Surgeon with 8 Medical skill, and with (at least) 100% Manipulation and 100% Sight
- Sterile room (0.6 Cleanliness) that is well-lit
- Hospital bed of excellent quality or higher
Note that some surgeries, like carcinoma removal, are more difficult than usual. Others, like ovum extraction, are much easier and require less stringent conditions. It is also possible to use herbal medicine for prisoners and other pawns you don't care about, even if you don't reach the surgery success cap.
Version history
- 0.8.657 - Added
- Beta 19/1.0 - now has a limit to maximum tend quality.