Medicine
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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.
Medicine will deteriorate with the usual conditions...
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
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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+.
Version history
- In 1.0 it received a new description.