Difference between revisions of "Medicine"
(Added a stub summary, dropped in XP table template.) |
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{{Infobox main|medicine | {{Infobox main|medicine | ||
| name = Medicine | | name = Medicine | ||
− | | image = Medicine.png | + | | image = Medicine industrial a.png |
| 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. | | 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 --> | <!-- Base Stats --> | ||
Line 15: | Line 14: | ||
| flammability = 0.7 | | flammability = 0.7 | ||
| stack limit = 25 | | stack limit = 25 | ||
− | | path cost = | + | | path cost = 14 |
| rotatable = false | | rotatable = false | ||
<!-- Medical --> | <!-- Medical --> | ||
Line 23: | Line 22: | ||
| production facility 1 = Drug lab | | production facility 1 = Drug lab | ||
| work to make = 700 | | work to make = 700 | ||
+ | | work speed stat = Drug Synthesis Speed | ||
+ | | research = Medicine production | ||
| resource 1 = Cloth | | resource 1 = Cloth | ||
| resource 1 amount = 3 | | resource 1 amount = 3 | ||
Line 29: | Line 30: | ||
| resource 3 = Neutroamine | | resource 3 = Neutroamine | ||
| resource 3 amount = 1 | | resource 3 amount = 1 | ||
+ | | bulk product amount = 4 | ||
<!-- Technical --> | <!-- Technical --> | ||
| defName = MedicineIndustrial | | defName = MedicineIndustrial | ||
Line 47: | Line 49: | ||
'''Medicine''', also called '''industrial-tech medicine''' in the [[Health#Health tab|Health tab]], is an expendable item used in [[doctoring]]. | '''Medicine''', also called '''industrial-tech medicine''' in the [[Health#Health tab|Health tab]], is an expendable item used in [[doctoring]]. | ||
− | Medicine | + | == Acquisition == |
+ | {{Acquisition}} | ||
+ | |||
+ | Medicine can also be purchased from [[traders]] and looted from [[raider]]s. | ||
== Summary == | == Summary == | ||
+ | {{stub|reason=Tend speed}} | ||
+ | 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 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 100%, medicine has a 100% multiplier on both tend quality and surgery success. | ||
+ | |||
+ | Medicine does not spoil, but will [[deteriorate]] when left outside. | ||
+ | ===Experience=== | ||
{{Medicine Experience Gain Table}} | {{Medicine Experience Gain Table}} | ||
− | == | + | == Analysis == |
− | + | Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]]. | |
− | + | Industrial medicine is best used for [[disease]]s and [[surgery]], where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the [[plague]]. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease. | |
− | |||
− | + | It is generally misused for bruises, cuts, and other [[injuries]]. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the [[assign]] tab, you can set colonists and other pawns to [[herbal medicine]] or worse. You can also alter this in a colonist's Health tab. | |
− | + | Regular medicine is enough to reach the 98% [[surgery|surgery success chance cap]], under the right circumstances. A ''healthy'' doctor with Medical 8 can reach the surgery cap (for most surgeries) in a [[light|lit]], [[clean]] room, using a normal quality [[hospital bed]]. Without a hospital bed (or [[sterile tile]]), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged [[Manipulation]], will quickly lower your success rates. | |
− | + | == Gallery == | |
+ | <gallery> | ||
+ | Medicine industrial a.png|One medicine | ||
+ | Medicine industrial b.png|Partial stack | ||
+ | Medicine industrial c.png|Full stack | ||
+ | </gallery> | ||
== Version history == | == Version history == | ||
− | * | + | * 1.0 - Received a new description. |
+ | * [[Version/1.4.3523|1.4.3523]] - Added recipe for bulk medicine creation. | ||
+ | |||
+ | <gallery> | ||
+ | Medicine industrial old 4.png|Fourth texture | ||
+ | Medicine industrial old 3.png|Third texture | ||
+ | Medicine industrial old 2.png|Second texture | ||
+ | Medicine industrial old.png|First texture | ||
+ | </gallery> | ||
[[Category:Medical Item]] [[Category:Medicine]] | [[Category:Medical Item]] [[Category:Medicine]] |
Latest revision as of 12:14, 27 September 2024
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 Items – Medicine
- Tech Level
- Industrial
- Stack Limit
- 25
- Mass
- 0.5 kg
- Beauty
- -4
- HP
- 60
- Deterioration Rate
- 2
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Medical
- Medical Potency
- 100%
- Max medical tend quality
- 100%
Creation
- Required Research
- Medicine production
- Work To Make
- 700 ticks (11.67 secs)
- Work Speed Stat
- Drug Synthesis Speed
- defName
- MedicineIndustrial
- Bulk Product Amount
Medicine, also called industrial-tech medicine in the Health tab, is an expendable item used in doctoring.
Acquisition[edit]
Medicines can be crafted at a drug lab once the medicine production research project has been completed. Each requires 3 Cloth, 1 Herbal medicine, 1 Neutroamine and 700 ticks (11.67 secs) of work modified by the drug synthesis speed of the crafter.
Medicine can also be purchased from traders and looted from raiders.
Summary[edit]
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Tend speed. |
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 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 100%, medicine has a 100% multiplier on both tend quality and surgery success.
Medicine does not spoil, but will deteriorate when left outside.
Experience[edit]
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[edit]
Superior to herbal medicine but inferior to glitterworld medicine.
Industrial medicine is best used for diseases and surgery, where Medical Potency has the greatest impact. A dose or two of medicine can save a colonist's life from the plague. So long as patients are constantly treated by a decent doctor, resting full-time, and well-fed, this medicine should be enough against any disease.
It is generally misused for bruises, cuts, and other injuries. These are usually too common to waste high-quality medicine on; use herbal medicine or no medicine instead. But if a colonist is bleeding out rapidly, you may want to use better medicine for its increased tend speed and quality. Note that colonists are set to use the best quality medicine by default. In the assign tab, you can set colonists and other pawns to herbal medicine or worse. You can also alter this in a colonist's Health tab.
Regular medicine is enough to reach the 98% surgery success chance cap, under the right circumstances. A healthy doctor with Medical 8 can reach the surgery cap (for most surgeries) in a lit, clean room, using a normal quality hospital bed. Without a hospital bed (or sterile tile), Medical 11 is required for the same thing. Note that many factors, such as a dirty room or a surgeon's damaged Manipulation, will quickly lower your success rates.
Gallery[edit]
Version history[edit]
- 1.0 - Received a new description.
- 1.4.3523 - Added recipe for bulk medicine creation.