Difference between revisions of "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}} | {{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info}} | ||
− | {{ | + | {{Infobox main|medicine |
+ | | name = Medicine | ||
+ | | image = Medicine.png|Medicine | ||
+ | | description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids. | ||
+ | <!-- Base Stats --> | ||
+ | | type = Medical Items | ||
+ | | type2 = Medicine (disambiguation){{!}}Medicine | ||
+ | | hp = 60 | ||
+ | | deterioration = 2 | ||
+ | | marketvalue = 18 | ||
+ | | beauty = -4 | ||
+ | | mass base = 0.5 | ||
+ | | flammability = 0.7 | ||
+ | | stack limit = 25 | ||
+ | | path cost = 15 | ||
+ | | rotatable = false | ||
+ | <!-- Medical --> | ||
+ | | medical potency base = 1 | ||
+ | | medical quality max = 1 | ||
+ | <!-- Creation --> | ||
+ | | production facility 1 = Drug lab | ||
+ | | work to make = 700 | ||
+ | | resource 1 = Cloth | ||
+ | | resource 1 amount = 3 | ||
+ | | resource 2 = Herbal medicine | ||
+ | | resource 2 amount = 1 | ||
+ | | resource 3 = Neutroamine | ||
+ | | resource 3 amount = 1 | ||
+ | <!-- Technical --> | ||
+ | | defName = Medicine | ||
+ | <!-- Unused --> | ||
| always haulable = true | | always haulable = true | ||
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− | |||
| draw gui overlay = true | | draw gui overlay = true | ||
| graphic class = Graphic_Single | | graphic class = Graphic_Single | ||
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| label = medicine | | label = medicine | ||
| parent name = ResourceBase | | parent name = ResourceBase | ||
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| resource readout priority = Middle | | resource readout priority = Middle | ||
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| selectable = true | | selectable = true | ||
| sound drop = Standard_Drop | | sound drop = Standard_Drop | ||
| sound interact = Standard_Drop | | sound interact = Standard_Drop | ||
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| thing class = Medicine | | thing class = Medicine | ||
| use hit points = true | | use hit points = true | ||
− | + | }} | |
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− | }} | ||
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'''Medicine''', also called '''industrial-tech medicine''', is an expendable item used in [[doctoring]]. | '''Medicine''', also called '''industrial-tech medicine''', is an expendable item used in [[doctoring]]. | ||
== Acquisition == | == Acquisition == | ||
− | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]], 1 [[herbal medicine]] and 1 [[neutroamine]] (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. | + | Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]], 1 [[herbal medicine]] and 1 [[neutroamine]] (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill. |
== Efficiency == | == Efficiency == | ||
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== Version history == | == Version history == | ||
+ | * In 1.0 it received a new description. | ||
− | + | [[Category:Medical Item]] [[Category:Medicine]] | |
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Revision as of 20:07, 19 April 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info. |
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.
Base Stats
- Type
- Medical Items – Medicine
- Stack Limit
- 25
- Mass
- 0.5 kg
- Beauty
- -4
- HP
- 60
- Deterioration Rate
- 2
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 15 (46%)
Medical
- Medical Potency
- 100%
- Max medical tend quality
- 100%
Creation
- Work To Make
- 700 ticks (11.67 secs)
- defName
- Medicine
Medicine, also called industrial-tech medicine, is an expendable item used in doctoring.
Acquisition
Medicine can either be purchased from traders, looted from raiders, or crafted at a drug lab using 3 cloth, 1 herbal medicine and 1 neutroamine (skill requirement: intellectual 4+ and crafting 4+). Crafting medicine requires the "Medicine production" research to have been completed. Its synthesis speed is dependent on the Intellectual skill.
Efficiency
Superior to herbal medicine but inferior to glitterworld medicine.
Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound).
Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant, drug-enhanced or inspired then you can guarantee the max 98% success rate for most surgeries.
It is adequate against plague and malaria with ordinary beds so long as the patients are resting full-time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+.
Version history
- In 1.0 it received a new description.