Difference between revisions of "Medicine"
m (Updated 2 references) |
(Added table with importance of consciousness, sight and manipulation.) |
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'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury. | '''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury. | ||
− | As doctoring greatly depends on consciousness | + | As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine. |
+ | |||
+ | {| {{STDT| sortable c_06 text-center}} | ||
+ | ! Doctoring stats !! Consciousness !! Sight !! Manipulation | ||
+ | |- | ||
+ | ! [[Base_Healing_Quality|Base Healing Quality]] | ||
+ | | - || | 70% || | 90% | ||
+ | |- | ||
+ | ! [[Healing_Speed|Healing Speed]] | ||
+ | | 100% || | 80% || | 90% | ||
+ | |- | ||
+ | ! [[Surgery_Success_Chance|Surgery Success Chance]] | ||
+ | | 100% || | 40% || | 40% | ||
+ | |} | ||
+ | The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%. | ||
<noinclude> | <noinclude> | ||
+ | |||
== Resource Shortage == | == Resource Shortage == | ||
{{Resource| name = No Medicine | {{Resource| name = No Medicine |
Revision as of 17:59, 28 March 2016
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.
- Type
- Medical Item – Medicine
- Stack Limit
- 25
Base Stats
- Deterioration Rate
- 2
- Flammability
- 0.7
- Market Value
- 18
- Mass
- 0.5
- Max Hit Points
- 60
- Medical Potency
- 1 ... further results
Stat Modifiers
Medicine is used to improve outcomes when treating a colonist's injury(s), to remove or install body parts/replacements, and to build hospital beds.
Healing is done by colonists with the medicine skill 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 consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.
Doctoring stats | Consciousness | Sight | Manipulation |
---|---|---|---|
Base Healing Quality | - | 70% | 90% |
Healing Speed | 100% | 80% | 90% |
Surgery Success Chance | 100% | 40% | 40% |
The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%.
Resource Shortage
No Medicine
Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees 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% |