Difference between revisions of "Herbal medicine"

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{{Infobox main|medicine
 
{{Infobox main|medicine
 
| name = Herbal medicine
 
| name = Herbal medicine
| image = Herbal medicine.png|Herbal medicine
+
| image = Herbal medicine.png
 
| description = A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
 
| description = 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 -->
 
<!-- Base Stats -->
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| flammability = 1.3
 
| flammability = 1.3
 
| stack limit = 25
 
| stack limit = 25
| path cost = 15
+
| path cost = 14
 
| rotatable = false
 
| rotatable = false
 
| days to rot = 150
 
| days to rot = 150
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== Acquisition ==
 
== Acquisition ==
 
Herbal medicine can be harvested from [[healroot]] and [[wild healroot]], purchased from neolithic traders, or found on [[Tribal]] pawns.  
 
Herbal medicine can be harvested from [[healroot]] and [[wild healroot]], purchased from neolithic traders, or found on [[Tribal]] pawns.  
 +
 +
== Usage ==
 +
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.
 +
{{Ingredient List|noCollapse=true}}
  
 
== Summary ==
 
== Summary ==
{{stub|reason=Tend speed effects}}
+
{{Stub|reason=Tend speed effects}}
 
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 600% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.
+
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.
+
Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left [[Temperature|unrefrigerated]].  
  
===Experience===
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=== Experience ===
 
{{Medicine Experience Gain Table}}
 
{{Medicine Experience Gain Table}}
  
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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 [[disease]]s, 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.
 
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 [[disease]]s, 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|surgery success chance cap]]. With herbal medicine, you can reach 98% surgery success in the following conditions:
+
It often isn't 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|surgery success chance cap]], even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:
 
* Surgeon with 8 Medical skill, and with (at least) 100% [[Manipulation]] and 100% [[Sight]]
 
* Surgeon with 8 Medical skill, and with (at least) 100% [[Manipulation]] and 100% [[Sight]]
* [[Sterile tile|Sterile room]] (0.6 Cleanliness)
+
* [[Sterile tile|Sterile room]] (0.6 Cleanliness) that is well-[[light|lit]]
 
* [[Hospital bed]] of ''excellent [[quality]] or higher''
 
* [[Hospital bed]] of ''excellent [[quality]] or higher''
* Well-lit room.
+
 
Note that some surgeries, like [[carcinoma]] removal, are more difficult than usual. Others, like [[ovum]] extraction{{BiotechIcon}}, are much easier and require less stringent conditions. It is also possible to use herbal medicine for [[prisoner]]s and other pawns you don't care about, even if you don't reach the surgery success cap.
+
Note that some surgeries, like [[carcinoma]] removal, are more difficult than usual. Others, like [[ovum]] extraction {{BiotechIcon}}, are much easier and require less stringent conditions. It is also possible to use herbal medicine for [[prisoner]]s and other pawns you don't care about, even if you don't reach the surgery success cap.
  
 
== Version history ==
 
== Version history ==

Revision as of 15:07, 7 January 2024

Herbal medicine

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 ItemsMedicine
Tech Level
Neolithic
Market Value
10 Silver
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
14 (48%)

Medical

Medical Potency
60%
Max medical tend quality
70%
Technical
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.

Usage

Herbal medicine can also be used to make industrial medicine. This requires Cloth 3 Cloth, Herbal medicine 1 Herbal medicine, Neutroamine 1 Neutroamine, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.

  • Product Ingredients Type [ExpandCollapse]
    Peg leg Peg leg Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Wooden foot Wooden foot Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Wooden hand Wooden hand Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Medicine Medicine Cloth 3 + Herbal medicine 1 + Neutroamine 1 Medical Items - Medicine
  • Summary

    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%.

    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
    Doctor care but no medicine.png None 0.30 0.5 250 87.5
    Herbal medicine Herbal medicine 0.60 0.5 250 87.5
    Medicine Medicine 1.00 0.7 350 122.5
    Glitterworld medicine 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.

    It often isn't 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, even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:

    Note that some surgeries, like carcinoma removal, are more difficult than usual. Others, like ovum extraction Content added by the Biotech DLC, 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.