Difference between revisions of "Medicine"

From RimWorld Wiki
Jump to navigation Jump to search
Line 1: Line 1:
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
 
{{TOCright}}<includeonly>{{Main Article | Medicine }}</includeonly>
'''Medicine''' is used to improve outcomes when healing colonists.
+
'''Medicine''' is used to improve outcomes when healing colonists, is required to remove or install body parts and their replacements and to build hospital beds.
 +
 
 +
Healing is done by colonists with [[doctoring]] enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.
 +
 
 +
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.
  
Healing is done by colonists with [[doctoring]] enabled. The patient needs to have [[patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good outcome''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.
 
 
<noinclude>
 
<noinclude>
== No Medicine ==
 
 
 
{{Resource
 
{{Resource
 
| name        = No Medicine
 
| name        = No Medicine
| description =  
+
| description = Sometimes resources are scarce and treatment has to go forward without any medicine. This pretty much guarantees a bad treatment quality from any but the most experienced of doctors.
 
| tags        =
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
{{Tag/Chance for Good Treatment | 0.5 }}
 
}}
 
}}
  
== Craftable Medicine ==
+
== Growable Medicine ==
  
 
{{Resource
 
{{Resource
 
| name        = Herbal Medicine
 
| name        = Herbal Medicine
 
| image      = Herbal_Medicine.png
 
| image      = Herbal_Medicine.png
| description = This is a cheaper type of medicine. You are able to farm this medicine by growing the '''[[Xergium plant]]'''. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and does not have anesthetic properties during medical operations, such as installing prostethics. It also cannot be used as the crafting material needed to make the hospital beds.
+
| description = This is a cheaper type of medicine. You are able to farm this medicine by growing [[Xerigium]]. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and does not have anesthetic properties during medical operations, such as installing prostethics. It also cannot be used as the crafting material needed to make the hospital beds.
 
| tags        =
 
| tags        =
 
{{Tag/Chance for Good Treatment | 0.85 }}
 
{{Tag/Chance for Good Treatment | 0.85 }}

Revision as of 19:47, 16 January 2015

Medicine is used to improve outcomes when healing colonists, is required to remove or install body parts and their replacements and to build hospital beds.

Healing is done by colonists with doctoring enabled. The patient needs to have patient enabled and be in a bed. Medicine is not required, but will improve the chance of a good treatment drastically, allow for the healing of multiple small injuries in one go and double the amount of experience gained by the doctor.

Good Treatment doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.


No Medicine

Sometimes resources are scarce and treatment has to go forward without any medicine. This pretty much guarantees a bad treatment quality from any but the most experienced of doctors.

Chance for Good Treatment
0 3 6 9 12 15 18 20
Normally 13% 22%
Medical Bed 5% 19% 28%
Fully Bionic Doctor 29% 52% 76% 99% 100% 100%
Fully Bionic Doctor & Medical Bed 3% 36% 60% 84% 100% 100% 100%

Growable Medicine

Herbal Medicine

This is a cheaper type of medicine. You are able to farm this medicine by growing Xerigium. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and does not have anesthetic properties during medical operations, such as installing prostethics. It also cannot be used as the crafting material needed to make the hospital beds.

Chance for Good Treatment
0 3 6 9 12 15 18 20
Normally 25% 48% 71% 93% 100% 100%
Medical Bed 32% 55% 79% 100% 100% 100%
Fully Bionic Doctor 31% 90% 100% 100% 100% 100% 100% 100%
Fully Bionic Doctor & Medical Bed 38% 99% 100% 100% 100% 100% 100% 100%

Imported Medicine

Medikits

Medikits can be bought from traders or taken from raiders. Combat traders carry large quantities of them at a discount price to encourage violence and raise demand for their other goods.

Chance for Good Treatment
0 3 6 9 12 15 18 20
Normally 18% 53% 80% 100% 100% 100% 100%
Medical Bed 24% 61% 89% 100% 100% 100% 100%
Fully Bionic Doctor 60% 100% 100% 100% 100% 100% 100% 100%
Fully Bionic Doctor & Medical Bed 68% 100% 100% 100% 100% 100% 100% 100%

Glitterworld Medicine

Glitterworld medicine can be bought from traders. Each one comes with a copy of Doctoring for Dummies, giving even colonists without any skill a high chance for a good treatment.

Chance for Good Treatment
0 3 6 9 12 15 18 20
Normally 67% 100% 100% 100% 100% 100% 100% 100%
Medical Bed 75% 100% 100% 100% 100% 100% 100% 100%
Fully Bionic Doctor 100% 100% 100% 100% 100% 100% 100% 100%
Fully Bionic Doctor & Medical Bed 100% 100% 100% 100% 100% 100% 100% 100%