Difference between revisions of "Medicine"
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-->{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Cloth}}{{#set:Resource 1 Amount = 3}}{{#set:Resource 2 = Herbal medicine}}{{#set:Resource 2 Amount = 1}}{{#set:Resource 3 = Neutroamine}}{{#set:Resource 3 Amount = 1}}<!-- | -->{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Cloth}}{{#set:Resource 1 Amount = 3}}{{#set:Resource 2 = Herbal medicine}}{{#set:Resource 2 Amount = 1}}{{#set:Resource 3 = Neutroamine}}{{#set:Resource 3 Amount = 1}}<!-- | ||
Do not delete- "temporarily" required while awaiting Define -> Infobox changeover.--> | Do not delete- "temporarily" required while awaiting Define -> Infobox changeover.--> | ||
− | '''Medicine''' is an item used in [[doctoring]]. | + | '''Medicine''', also called '''industrial-tech medicine''', is an expendable item used in [[doctoring]]. |
== Acquisition == | == Acquisition == |
Revision as of 07:47, 15 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.
- 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, 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 100% 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.