Difference between revisions of "Medicine"
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− | '''{{asof|A16}} the below table is | + | '''{{asof|A16}} the below table is obsolete as 'good' treatments are replaced by a treatment quality value ranging from 0-100%.''' |
== Resource Shortage == | == Resource Shortage == |
Revision as of 06:11, 1 January 2017
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.
As of version 0.16.1393 (21 December 2016) treatments are now of any quality from 0-100%, rather than being 'good' or normal treatments. This directly affects the recovery rate from illnesses. Higher quality medicine improves the overall quality of the treatment.
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%.
As of version 0.16.1393 (21 December 2016) the below table is obsolete as 'good' treatments are replaced by a treatment quality value ranging from 0-100%.
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% |