Difference between revisions of "Medicine"

From RimWorld Wiki
Jump to navigation Jump to search
 
(35 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info}}
+
{{Infobox main|medicine
{{Define|Medicine
+
| name = Medicine
 +
| 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.
 +
<!-- Base Stats -->
 +
| type = Medical Items
 +
| type2 = Medicine
 +
| tech level = Industrial
 +
| hp = 60
 +
| deterioration = 2
 +
| marketvalue = 18
 +
| beauty = -4
 +
| mass base = 0.5
 +
| flammability = 0.7
 +
| stack limit = 25
 +
| path cost = 14
 +
| rotatable = false
 +
<!-- Medical -->
 +
| medical potency base = 1
 +
| medical quality max = 1
 +
<!-- Creation -->
 +
| production facility 1 = Drug lab
 +
| work to make = 700
 +
| work speed stat = Drug Synthesis Speed
 +
| research = Medicine production
 +
| resource 1 = Cloth
 +
| resource 1 amount = 3
 +
| resource 2 = Herbal medicine
 +
| resource 2 amount = 1
 +
| resource 3 = Neutroamine
 +
| resource 3 amount = 1
 +
| bulk product amount = 4
 +
<!-- Technical -->
 +
| defName = MedicineIndustrial
 +
<!-- 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
 
| flammability base = 0.7
 
| market value base = 18
 
| max hit points base = 60
 
| medical potency base = 1
 
| mass = 0.5
 
| beauty base = -4
 
 
}}
 
}}
'''Medicine''' is an item used in [[doctoring]].
+
'''Medicine''', also called '''industrial-tech medicine''' in the [[Health#Health tab|Health tab]], is an expendable 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.
+
{{Acquisition}}
 +
 
 +
Medicine can also be purchased from [[traders]] and looted from [[raider]]s.
 +
 
 +
== 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}}
 +
 
 +
== Analysis ==
 +
Superior to [[herbal medicine]] but inferior to [[glitterworld medicine]].  
  
== Efficiency ==
+
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.
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).  
+
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.
  
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.  
+
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.
  
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+.
+
== 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.
  
In 1.0 it received a new description.
+
<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>
  
</noinclude>
+
[[Category:Medical Item]] [[Category:Medicine]]

Latest revision as of 12:14, 27 September 2024

Medicine

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
Tech Level
Industrial
Market Value
18 Silver
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

Crafted At
Drug lab
Required Research
Medicine production
Work To Make
700 ticks (11.67 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Cloth 3 + Herbal medicine 1 + Neutroamine 1
Technical
defName
MedicineIndustrial
Bulk Product Amount
Medicine


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 Cloth 3 Cloth, Herbal medicine 1 Herbal medicine, Neutroamine 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]

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
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[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.