Medicine

From RimWorld Wiki
Revision as of 09:35, 23 October 2022 by Turnovus (talk | contribs) (Style adhesion: Moved summary below acquisition, renamed "effectiveness" to "Analysis".)
Jump to navigation Jump to search

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 ItemsMedicine
Tech Level
Industrial
Market Value
18 Silver
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

Crafted At
Drug lab
Work To Make
700 ticks (11.67 secs)
Resources to make
Cloth 3 + Herbal medicine 1 + Neutroamine 1
Technical
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

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
Doctor care but no medicine.png None 0.30 0.5 250 87.5
Herbal medicine Herbal medicine 0.60 0.5 250 87.5
Medicine Medicine 1.00 0.7 350 122.5
Glitterworld medicine 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.