Difference between revisions of "Medicine"
Line 11: | Line 11: | ||
<noinclude> | <noinclude> | ||
== Resource Shortage == | == Resource Shortage == | ||
− | + | {{Resource| name = No Medicine | |
− | {{Resource | ||
− | | name = No Medicine | ||
| 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 and/or enhanced of doctors. | | 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 and/or enhanced of doctors. | ||
| tags = | | tags = | ||
Line 20: | Line 18: | ||
== Growable Medicine == | == Growable Medicine == | ||
− | + | {{Item | |
− | {{ | ||
| 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 [[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. | + | | description = ''Game Description Needed'' |
− | | tags = | + | | information = 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 = | ||
{{Tag/Chance for Good Treatment | 0.85 }} | {{Tag/Chance for Good Treatment | 0.85 }} | ||
}} | }} | ||
== Imported Medicine == | == Imported Medicine == | ||
− | + | {{Item | |
− | {{ | ||
| name = Medikits | | name = Medikits | ||
| image = Medicine Icon.png | | image = Medicine Icon.png | ||
− | | description = Medikits can be [[trade|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. | + | | description = ''Game Description Needed'' |
− | | tags = | + | | information = Medikits can be [[trade|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. |
+ | | tags = | ||
{{Tag/Chance for Good Treatment | 1.0 }} | {{Tag/Chance for Good Treatment | 1.0 }} | ||
}} | }} | ||
− | {{ | + | {{Item |
| name = Glitterworld Medicine | | name = Glitterworld Medicine | ||
| image = Glitterworld Medicine.png | | image = Glitterworld Medicine.png | ||
− | | description = Glitterworld medicine can be [[trade|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. | + | | description = ''Game Description Needed'' |
+ | | information = Glitterworld medicine can be [[trade|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. | ||
| tags = | | tags = | ||
{{Tag/Chance for Good Treatment | 1.8 }} | {{Tag/Chance for Good Treatment | 1.8 }} | ||
}} | }} | ||
</noinclude> | </noinclude> |
Revision as of 10:50, 19 February 2015
|
---|
Resources Menu | Crafted resources | Exotic Items | Food | Medical Items | Materials | Textiles |
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.
As doctoring greatly depends on both sight (70%) and manipulation (90%), having a doctor with bionic eyes and hands greatly improves the effectivity of your medicine.
Resource Shortage
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 and/or enhanced 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% |