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.
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 |
Medicine does not spoil, but will deteriorate when left outside.
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.