Herbal medicine

From RimWorld Wiki
Revision as of 21:45, 13 March 2023 by Hordes (talk | contribs)
Jump to navigation Jump to search

Herbal medicine

Herbal medicine

A pack of herbal concoctions typically extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing.

Base Stats

Type
Medical ItemsMedicine
Tech Level
Neolithic
Market Value
10 Silver
Stack Limit
25
Mass
0.35 kg
Beauty
-4
HP
60
Deterioration Rate
6
Flammability
130%
Days To Start Rot
150
Rotatable
False
Path Cost
15 (46%)

Medical

Medical Potency
60%
Max medical tend quality
70%
Technical
defName
MedicineHerbal


Herbal medicine is an organic medicine used in doctoring to improve the results of medical treatment over not using medicine at all, but is significantly less effective than medicine and glitterworld medicine. In addition, herbal medicine will spoil in 150 days, or 2.5 years, if not refrigerated. See Temperature for details. It will also deteriorate when left outdoors, under the usual conditions.

Acquisition

Herbal medicine can be harvested from healroot and wild healroot, purchased from neolithic traders, or found on Tribal pawns.

Summary

Any form of medicine can be used whenever a doctor tends to an injury or disease. In most cases, medicine does not directly cause healing. Instead, using medicine and better types of 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.

With a Medical Potency of 60%, herbal medicine has a 600% multiplier on both tend quality and surgery success. Herbal medicine has a maximum tend quality of 70%.

Herbal medicine can also be used to make industrial medicine. This requires Cloth 3 Cloth, Herbal medicine 1 Herbal medicine, Neutroamine 1 Neutroamine, and a crafter with at least 4 Intellectual and 4 Crafting in order to do.

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
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

Herbal medicine is a cost-efficient choice for treating injuries and illnesses. With a good doctor, herbal medicine will be sufficient to treat almost all diseases, where its maximum tend quality of 70% will suffice. Even if you don't have a good doctor, if a patient is sufficiently far ahead of their disease, then herbal can be used to save industrial medicine.

Under most circumstances it is not practical to use herbal medicine for surgery, as a 60% medical potency means surgery has a greater chance to fail. But in the right setup, it is possible to reach the 98% surgery success chance cap. With herbal medicine, you can reach 98% surgery success in the following conditions:

Note that some surgeries, like carcinoma removal, are more difficult than usual. Others, like ovum extractionContent added by the Biotech DLC, are much easier and require less stringent conditions. It is also possible to use herbal medicine for prisoners and other pawns you don't care about, even if you don't reach the surgery success cap.

Version history

  • 0.8.657 - Added
  • Beta 19/1.0 - now has a limit to maximum tend quality.