Medicine
Medicine is used to improve outcomes when healing colonists.
Healing is done by colonists with doctoring enabled. The patient needs to have patient enabled and be in a bed. Medicine is not required, but will improve the chance of a good outcome drastically, allow for the healing of multiple small injuries in one go and double the amount of experience gained by the doctor.
No Medicine
No Medicine
Chance for Good Treatment | ||||||||
---|---|---|---|---|---|---|---|---|
0 | 3 | 6 | 9 | 12 | 15 | 18 | 20 | |
Normally | — | — | — | — | — | — | 13% | 22% |
Medical Bed | — | — | — | — | — | 5% | 19% | 28% |
Fully Bionic Doctor | — | — | 29% | 52% | 76% | 99% | 100% | 100% |
Fully Bionic Doctor & Medical Bed | — | 3% | 36% | 60% | 84% | 100% | 100% | 100% |
Craftable Medicine
Herbal Medicine
This is a cheaper type of medicine. You are able to farm this medicine by growing the Xergium plant. It seems to fill the same functions as the normal medkit with the exception of it not being as effective and does not have anesthetic properties during medical operations, such as installing prostethics. It also cannot be used as the crafting material needed to make the hospital beds.
Chance for Good Treatment | ||||||||
---|---|---|---|---|---|---|---|---|
0 | 3 | 6 | 9 | 12 | 15 | 18 | 20 | |
Normally | — | — | 25% | 48% | 71% | 93% | 100% | 100% |
Medical Bed | — | — | 32% | 55% | 79% | 100% | 100% | 100% |
Fully Bionic Doctor | 31% | 90% | 100% | 100% | 100% | 100% | 100% | 100% |
Fully Bionic Doctor & Medical Bed | 38% | 99% | 100% | 100% | 100% | 100% | 100% | 100% |
Imported Medicine
Medikits
Medikits can be traded for profit or used to heal colonists and prisoners (if allow medicine is selected in the prisoner tab). When used it gives an increased chance of applying Good Treatment to the injured colonist, while no medicine guarantees Bad Treatment.
Glitterworld Medicine
Glitterworld medicine can be bought from traders. It has a high chance for a good treatment.