Difference between revisions of "Medicine"
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| image = Medicine Icon.png | | image = Medicine Icon.png | ||
| description = ''Medical staff use these supplies to heal the wounded.'' | | description = ''Medical staff use these supplies to heal the wounded.'' | ||
− | | information = Medikits can be [[trade|bought]] from traders | + | | information = Medikits can be [[trade|bought]] from traders, taken from raiders or produced by colonists using a [[Drug lab]]. Combat traders carry large quantities of them at a discount price to encourage violence and raise demand for their other goods. |
| tags = | | tags = | ||
{{Tag/Chance for Good Treatment | 1.0 }} | {{Tag/Chance for Good Treatment | 1.0 }} |
Revision as of 23:46, 28 October 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.
As of version 0.15.1279 (29 August 2016) you can now produce medicine from herbal medicine, neutroamine and cloth. This requires research and the building Drug lab.
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% |