Difference between revisions of "Herbal medicine"

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{{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info}}
 
 
{{Infobox main|medicine
 
{{Infobox main|medicine
 
| name = Herbal medicine
 
| name = Herbal medicine
| image = Herbal medicine.png|Herbal medicine
+
| image = Herbal medicine.png
 
| description = A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
 
| description = A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
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| flammability = 1.3
 
| flammability = 1.3
 
| stack limit = 25
 
| stack limit = 25
| path cost = 15
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| path cost = 14
 
| rotatable = false
 
| rotatable = false
 
| days to rot = 150
 
| days to rot = 150
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== Acquisition ==
 
== Acquisition ==
 
Herbal medicine can be harvested from [[healroot]] and [[wild healroot]], purchased from neolithic traders, or found on [[Tribal]] pawns.  
 
Herbal medicine can be harvested from [[healroot]] and [[wild healroot]], purchased from neolithic traders, or found on [[Tribal]] pawns.  
 +
 +
== Usage ==
 +
Herbal medicine can also be used to make industrial [[medicine]]. This requires {{Required Resources|Medicine}}, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.
 +
{{Ingredient List|noCollapse=true}}
  
 
== Summary ==
 
== Summary ==
{{stub}}
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{{Stub|reason=Tend speed effects}}
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Any form of medicine can be used whenever a [[doctoring|doctor]] tends to an [[injury]] or [[disease]]. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of medicine will increase [[tend quality]], increasing the [[injury#Healing rate|rate of healing]] for injuries, or slowing down progression of a disease. For [[gut worms]] and [[muscle parasites]], tend quality is directly used to cure the disease.
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With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.
 +
 
 +
Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left [[Temperature|unrefrigerated]].
 +
 
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=== Experience ===
 
{{Medicine Experience Gain Table}}
 
{{Medicine Experience Gain Table}}
  
 
== Analysis ==
 
== Analysis ==
 +
Herbal medicine is a cost-efficient choice for treating injuries and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all [[disease]]s, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial medicine.
  
Herbal medicine is a cost-efficient choice for treating injuries or minor illness, where its maximun tend quality of 70% will suffice. It also combines well with the tend quality offset of [[hospital bed]]s, which allow tending results ''above'' this normal maximum. If a sick colonist's immunity is sufficiently far ahead of the disease progress, herbal medicine can be used in place of better medicine.
+
It often isn't practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail. But in the right setup and significant investment, it is possible to reach the 98% [[surgery|surgery success chance cap]], even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:
 +
* Surgeon with 19 Medical skill, and with (at least) 125% [[Manipulation]] and 100% [[Sight]]
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* [[Sterile tile|Sterile room]] (0.6 Cleanliness) that is well-[[light|lit]]
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* [[Hospital bed]] of ''excellent [[quality]] or higher''
  
Under most circumstances it is not practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail, unless using your most enhanced doctors.
+
For reference, [[medicine]] would allow a skill 8, manipulation 100% surgeon to perform with the same failure chance.
  
Herbal medicine can be used to make medicine when combined with [[cloth]] and [[neutroamine]] at a [[drug lab]], which requires somebody who has at least 4 intellectual and 4 crafting in order to do.
+
Note that some surgeries, like [[carcinoma]] removal, are more difficult than usual. Others, like [[ovum]] extraction {{BiotechIcon}}, are much easier and require less stringent conditions. It is also possible to use herbal medicine for [[prisoner]]s and other pawns you don't care about, even if you don't reach the surgery success cap.
  
 
== Version history ==
 
== Version history ==

Latest revision as of 20:05, 13 October 2024

Herbal medicine

Herbal medicine

A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.

Base Stats

Type
Medical ItemsMedicine
Tech Level
Neolithic
Market Value
10 Silver
Stack Limit
25
Mass
0.35 kg
Beauty
-4
HP
60
Deterioration Rate
6
Flammability
130%
Days To Start Rot
150
Rotatable
False
Path Cost
14 (48%)

Medical

Medical Potency
60%
Max medical tend quality
70%
Technical
defName
MedicineHerbal


Herbal medicine is an organic medicine used in doctoring to improve the results of medical treatment over not using medicine at all, but is significantly less effective than medicine and glitterworld medicine. In addition, herbal medicine will spoil in 150 days, or 2.5 years, if not refrigerated. See Temperature for details. It will also deteriorate when left outdoors, under the usual conditions.

Acquisition[edit]

Herbal medicine can be harvested from healroot and wild healroot, purchased from neolithic traders, or found on Tribal pawns.

Usage[edit]

Herbal medicine can also be used to make industrial medicine. This requires Cloth 3 Cloth, Herbal medicine 1 Herbal medicine, Neutroamine 1 Neutroamine, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.

  • Product Ingredients Type [ExpandCollapse]
    Peg leg Peg leg Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Wooden foot Wooden foot Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Wooden hand Wooden hand Wood 1 + Herbal medicine 2 Medical Items - Body Parts
    Medicine Medicine Cloth 3 + Herbal medicine 1 + Neutroamine 1 Medical Items - Medicine
  • Summary[edit]

    Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of medicine will increase tend quality, increasing the rate of healing for injuries, or slowing down progression of a disease. For gut worms and muscle parasites, tend quality is directly used to cure the disease.

    With a Medical Potency of 60%, herbal medicine has a 60% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.

    Unlike other forms of medicine, herbal medicine will spoil in 2.5 years when left unrefrigerated.

    Experience[edit]

    The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:

    XP = Patient XP Factor × Medicine XP Factor × Doctor's Learning Rate

    Where:

    • Patient XP Factor is a multiplier from the patient type. ×175 for animal patients, and ×500 for human patients.
    • Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.
    • Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See "Improving Skills" for more details.
    Medicine Potency XP Factor Tend XP from patient
    Human Animal
    Doctor care but no medicine.png None 0.30 0.5 250 87.5
    Herbal medicine Herbal medicine 0.60 0.5 250 87.5
    Medicine Medicine 1.00 0.7 350 122.5
    Glitterworld medicine Glitterworld medicine 1.60 1 500 175

    Analysis[edit]

    Herbal medicine is a cost-efficient choice for treating injuries and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all diseases, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial medicine.

    It often isn't practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail. But in the right setup and significant investment, it is possible to reach the 98% surgery success chance cap, even with herbal medicine. For example, the following conditions give 98% success with herbal medicine:

    For reference, medicine would allow a skill 8, manipulation 100% surgeon to perform with the same failure chance.

    Note that some surgeries, like carcinoma removal, are more difficult than usual. Others, like ovum extraction Content added by the Biotech DLC, are much easier and require less stringent conditions. It is also possible to use herbal medicine for prisoners and other pawns you don't care about, even if you don't reach the surgery success cap.

    Version history[edit]

    • 0.8.657 - Added
    • Beta 19/1.0 - now has a limit to maximum tend quality.