Difference between revisions of "Medicine"
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== Summary == | == Summary == | ||
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+ | Any form of medicine is used whenever a [[doctoring|doctor]] tends to an [[injury]] or [[disease]]. In most cases, medicine does not directly cause healing. Instead, using better 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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+ | Medicine does not spoil, but will [[deteriorate]] when left outside. | ||
+ | ===Experience=== | ||
{{Medicine Experience Gain Table}} | {{Medicine Experience Gain Table}} | ||
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== Analysis == | == Analysis == |
Revision as of 06:46, 22 January 2023
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Actual analysis of effects needed inc. on tend speed/quality 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
- Tech Level
- Industrial
- 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
- MedicineIndustrial
Medicine, also called industrial-tech medicine in the Health tab, 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.
Summary
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Any form of medicine is used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using better 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.
Medicine does not spoil, but will deteriorate when left outside.
Experience
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 | |||
None | 0.30 | 0.5 | 250 | 87.5 |
Herbal medicine | 0.60 | 0.5 | 250 | 87.5 |
Medicine | 1.00 | 0.7 | 350 | 122.5 |
Glitterworld medicine | 1.60 | 1 | 500 | 175 |
Analysis
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+.
Gallery
Version history
- 1.0 - Received a new description.