Medical items are essential for a survival game such as RimWorld. The inhabitants of your base will unavoidably catch some kind of disease, which you will have to deal with. Fortunately, there are many different ways of treating diseases with medicine you can produce all by yourself.
There are three types of medicine in RimWorld: herbal, ordinary, and Glitterworld. They all have varying levels of healing potency that can be boosted with the help of lab-made drugs, but may produce certain side effects as well.
In any case, you definitely need to learn how to obtain all these different types of medicine, if you want your colony to be healthy and prosperous. Keep on reading for all the medical recipes available in RimWorld.
How to Make Herbal Medicine in RimWorld
Growing Healroot plant in the growing zone
Out of all three possible types of medicine, herbal medicine is the least potent one. Its current medical status is set at 60%. This means that it cannot be used to treat serious illnesses, but can only be applied to heal injuries.
There is one more drawback to herbal medicine -- it needs to be stored in the fridge. Otherwise, the organic concoctions will spoil, and you will have to craft them once again.
Nevertheless, Herbal medicine is good to have in case you need to treat prisoners or other less valuable members of your colony without investing too much time and effort in the treating process. Also, it can serve as an additional component for crafting more elaborate drugs in your lab.
Here is the crafting guide for herbal medicine in RimWorld:
- Herbal medicine is produced from a plant known as Healroot (or Xerigium in the previous versions of the game).
- One of your colonists must have a Growing skill of 8 (at least), so you can plant Healroot in your growing zone.
- It is advisable to protect the growing zone with walls from wild animals.
- As soon as Healroot plants finish growing, which may take some time, a colonist with the Plant Cutting skill can start harvesting Healroot, which will automatically turn into Herbal medicine.
How to Make Ordinary Medicine in RimWorld
Production of medicine in the drug lab
This type of medicine is more effective than the herbal type, as it has 100% medical potency. This means that it can be used to treat diseases and infections, and some cases of serious bleeding that can’t be handled with the herbal medicine.
Regular medicine is good enough to be used during surgeries, and can even cure such severe types of sicknesses as plague and malaria. However, the patients must have enough time for rest as an addition to the applied medicine.
This type of medicine cannot be simply harvested, but must be produced in a drug lab. The two components must be researched in order to begin the production of medical drugs: Medicine Production and Drug Production.
The requirements for both of these components are following:
- Medicine Production
- Tech level: Industrial
- Base cost: 1500
- Industrial start cost: 1500
- Tribal start cost: 4500
- Required research: Drug production, Microelectronics basics
- Required research bench: Hi-Tech
- Required facilities: None
- Drug Production
- Tech level: Industrial
- Base cost: 500
- Industrial start cost: 500
- Tribal start cost: 1500
- Required research: None
- Required research bench: Simple
- Required facilities: None
The drug lab itself also requires a facility, which can be made out of a number of materials that are listed in the following table:
Material | Steel Cost | Cost | Hit Points | Flammability |
---|---|---|---|---|
Steel | 125 | -- | 120 | 20 |
Plasteel | 75 | 50 | 335 | 10 |
Wood | 75 | 50 | 48 | 100 |
Gold | 75 | 500 | 72 | 20 |
Silver | 75 | 500 | 84 | 20 |
Uranium | 75 | 500 | 300 | 0 |
When everything is set and researched, you can start crafting your medicine. Here is the guide for crafting ordinary medicine in RimWorld:
- One of your colonists must have two skills for producing medicine: Medicine skill (at least 6) and Crafting skill (at least 3).
- You will also need three types of items for crafting medicine: 3x cloth, 1x herbal medicine, and 1x neutroamine.
- Cloth can be harvested after planting the Cotton plant in your growing zone.
- Herbal medicine is produced by harvesting the Healroot plant (see the section above).
- Neutroamine cannot be produced manually, but can only be purchased from orbital or caravan traders of these types: Bulk Goods, Exotic Goods, and Pirate Merchants.
Penoxycyline (Malari-Block)
Currently, this is the only type of medical drug that can be produced in the lab, and it definitely should be on your priority list when crafting or buying drugs from the traders. It fully heals such diseases as malaria, sleeping sickness or plague. Since Penoxycyline is an extremely potent medicine, it should be taken cautiously (usually one pill per five days), or it will cause overdose.
Here is the crafting recipe for Penoxycyline:
- Before crafting the drug you must have Penoxycyline Production researched. The requirements for research are following:
- Tech level: Industrial
- Base cost: 500
- Industrial start cost: 500
- Tribal start cost: 1500
- Required research: Drug production
- Required facilities: None
- Then, each Penoxycyline pill will require 2x Neutromanie for production.
How to Make Glitterworld Medicine in RimWorld
Checking the success rate of the surgery
The Glitterworld medicine is the most potent type of medicine in RimWorld. It is twice as strong as ordinary medicine and should be used only in the direst situations, such as extreme cases of plague or surgeries that fight for the patient’s life.
This medicine gives a great chance of success during the healing process or a surgery even in case when your doctor has a low Medical skill level.
Unfortunately, this type of medicine cannot be crafted in the vanilla version of RimWorld, it can only be purchased from Exotic Goods traders for about 110-140 silver.
But there is always a way out, and you can make it craftable by using the modification -- Glitterworld Medicine (available for free at Steam). Of course, the creator of the mod didn’t make it easy for players to craft such a strong medicine, so the cost is quite expensive:
- 4x Neutroamine
- 2x Medicine
- 10x Cloth
Luciferium: Concoction of Advanced Mechanites
Regardless of the way you decide to obtain Glitterworld medicine, be careful when trying to use Luciferium -- a very special Glitterworld drug that causes addiction. Luciferium is the most potent health enhancing medicine in RimWorld.
However, if in case you will not be able to sustain a regular intake of Luciferium (at least one per week), your colonists will experience uncontrollable rage bursts, which may lead to death. For this reason it is advisable to give this drug only to animals.
Whether you manage to provide a regular supply of Luciferium or not, here is the list of its effects:
- Reduced pain (+80%)
- Improved blood filtration (+70%)
- Improved metabolism (+20%)
- Improved blood pumping (+15%)
- Improved sight (+15%)
- Improved breathing (+10%)
- Improved consciousness (+10%)
The advantages are quite impressive and will surely increase the resilience of either your colonists or animals in combat. It can also be used to save a colonist from death due to its blood filtration ability, which is the reason why this drug is administered under the Medicine tab in the game.
Luciferium has no side effects other than the withdrawal effects that will begin even after the patient has taken it only once. So making sure that you will be able to purchase more of it from the traders cannot be stressed enough.
You may notice the withdrawal effects by the following symptoms:
- Mental breaks
- Acute pain (+40%)
- Impaired consciousness (+80%)
If the Luciferium addiction is not met in the next ten days, the patient dies.
---
This is everything that you need to know in order to make medicine in RimWorld. Most of your in-game needs will not require the Glitterworld type of medicine, but if you want to take your gameplay to the next level, then surely consider it as a higher difficulty option.
If you’re looking for more RimWorld guides at GameSkinny, then check them out below:
My base in RimWorld doesn't have very fertile ground outside. It's mostly sand, and incapable of sustaining my crops.
Rimworld Rescue
I realize I can research Hydroponics so I can grow crops. The problem is, I don't know how to actually research anything. I have a research station, I have someone (a scientist) tasked with research, I even have Hydroponics selected as my research subject. Nothing's happening. I tried prioritizing Research on my scientist, but that didn't do anything.
How exactly do I research something?
NiroNiro19.2k3939 gold badges131131 silver badges206206 bronze badges
1 Answer
Researching, like feeding your prisoners, requires that you assign colonists to research. This is done in the overview screen:
Once you have one or more colonists assigned to research, you will need to build a research bench for them to research at:
Finally, you need to select a project to research, this is done in the Research screen, which is available in the bottom right corner of the screen next to Overview.
Select the Unresearched tab, and then start your research process by clicking on the Research button for the project you wish to research:
Remember that research is the lowest priority task - if you can't get your colonist to research, try changing the priority they assign to their tasks, or, deselect all other tasks for your researcher. This is demonstrated in my first screenshot.
Once you've got 'Researching' selected against one of your colonists, you can also click that colonist and then make them interact with the research bench.
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RimWorld Xbox One Full Version Free Download
ABOUT THIS GAME
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.
You begin with three survivors of a shipwreck on a distant world.
Manage colonists’ moods, needs, wounds, illnesses and addictions.
Build in the forest, desert, jungle, tundra, and more.
Manage colonists’ moods, needs, wounds, illnesses and addictions.
Build in the forest, desert, jungle, tundra, and more.
Gundam vs gundam next plus faq. Watch colonists develop and break relationships with family members, lovers, and spouses.
Replace wounded limbs and organs with prosthetics, bionics, or biological parts harvested from others.
Fight pirates, tribes, mad animals, giant insects and ancient killing machines.
Craft structures, weapons, and apparel from metal, wood, stone, cloth, and futuristic materials.
Tame and train cute pets, productive farm animals, and deadly attack beasts.
Trade with passing ships and caravans.
Form caravans complete quests, trade, attack other factions, or migrate your whole colony.
Dig through snow, weather storms, and fight fires.
Capture refugees or prisoners and turn them to your side or sell them into slavery.
Discover a new generated world each time you play.
Explore hundreds of wild and interesting mods on the Steam Workshop.
Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
Replace wounded limbs and organs with prosthetics, bionics, or biological parts harvested from others.
Fight pirates, tribes, mad animals, giant insects and ancient killing machines.
Craft structures, weapons, and apparel from metal, wood, stone, cloth, and futuristic materials.
Tame and train cute pets, productive farm animals, and deadly attack beasts.
Trade with passing ships and caravans.
Form caravans complete quests, trade, attack other factions, or migrate your whole colony.
Dig through snow, weather storms, and fight fires.
Capture refugees or prisoners and turn them to your side or sell them into slavery.
Discover a new generated world each time you play.
Explore hundreds of wild and interesting mods on the Steam Workshop.
Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Chillax likes to relax.
Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.
Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.
Colonists develop – and destroy – relationships. Each has an opinion of the others, which determines whether they’ll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married – until one of them falls for the dashing surgeon who saved her from a gunshot wound.
The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert flat, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.
Travel across the planet. You’re not stuck in one place. You can form a caravan of people, animals, and prisoners. Rescue kidnapped former allies from pirate outposts, attend peace talks, trade with other factions, attack enemy colonies, and complete other quests. You can even pack up your entire colony and move to a new place. You can use rocket-powered transport pods to travel faster.
You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals – cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.
People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they’re too stressed, they might lash out or break down.
Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters’ capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts – take off a deer’s leg, and it can still hobble on the other three. Take off a rhino’s horn, and it’s much less dangerous.
You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he’ll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.
And there’s much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.
(All non-English translations are made by fans.)
RimWorld Xbox One Full Version Free Download
How to Install Game?
1. Click on “Download Game” button.
2. Download “Kindergarten” Installer (Supports Resumable Downloads).
3. Open the Installer, Click Next and choose the directory where to Install.
4. Let it Download Full Version game in your specified directory.
5. Open the Game and Enjoy Playing.
2. Download “Kindergarten” Installer (Supports Resumable Downloads).
3. Open the Installer, Click Next and choose the directory where to Install.
4. Let it Download Full Version game in your specified directory.
5. Open the Game and Enjoy Playing.
If you face any problem in Running “RimWorld” then please feel free to comment down below, I will reply as soon as possible.
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Recommended for you
RimWorld offers you a variety of ways to set up your own colony. In addition to all the training and care of your colonists there are always attackers who want to get a piece of your progress. Here, you have options to imprison settlers, recruit your colonists or even you can buy or sell slaves. More recruiters mean more productivity, but also additional costs and a higher consumption of materials. If you have just started with RimWorld, we recommend you our beginner’s tips.
Recruit Colonists, Prisoners and Slaves
You can choose several ways to increase your small community in RimWorld. Just take some money and take a look at the slave market or try with nice words to persuade prisoners of your colony. So recruit settlers is a question of the cost and the right price.
Prisoners / Tips
Most of your prisoners are likely to be hostile locals or robbers. However, you can also bring characters behind bars that you just wanted to visit in RimWorld. For this to happen you must take one of your settlers and thrown into a suitable prison to catch another character. Select one of your colonists and then click to enter with the right mouse button and appropriate command.
- Create an area that it defines as a prison.
(This space is, once it is highlighted as a prison, displayed in orange. This requires a bed.)
- Mark the bed for the prisoners, so that it is not occupied by other RimWorld colonists.
- Make sure that your captives not starve and give them food.
- However, if the cell door is broken, you struggle with many escapees.
Attention! You can only capture looters and robbers if they are unconscious.
If you have prisoners, then you can recruit one of your settlers as a watchman. So he is the only resident that has the opportunity to interact with the prisoners. Now you can see the inmates get food, call a doctor or try to recruit him. Also, you can talk to the prisoner. Through friendly conversations you can win the prisoner of your sharing. Appoint your best settlers with the highest social value to the guard / caretaker.
There is also the possibility to release the prisoner, which increases the relationship to the respective fraction. But this will not work if the relationship is already at -50. You can leave a prisoner also execute from your caretaker. However, this brings 8 Mood debuff for 10 days.
Furthermore, your unwanted prisoners can kill by cold or heat, or sell to slave traders (pirates). If you sell a slave, and this creates a negative sentiment. If you have a skilled doctor in your community, then you can use their organs.
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Rimworld is many things. It’s a sci-fi themed management sim. It’s a game about survival and co-operation. It’s a toy box filled with elaborate systems over which one can pore.
But most important of all, it’s a poster-child for a type of emergent storytelling that, often hilariously, brings together the worlds of Rollercoaster Tycoon and The Walking Dead. Colonists can live in harmony, and sometimes colonists can die horribly by your own impure machinations, but all under the sky of the world’s densely layered mechanics.
This complex machinery isn’t particularly newbie-friendly, but I’ve continued to return to Rimworld, desperate to unearth more of its mysteries.
No two playthroughs are alike, and even though the game possesses some of the UI and ease-of-use issues we’ve come to expect from early access titles, it shows great promise in delivering memorable narratives, most of which end in savage tragedy.
From rabid squirrels to barefaced cannibalism, I’ve loved and lost characters to whom I’ve become uncharacteristically attached. Rimworld surprises you, and that matters.
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The game’s premise is a simple one: your spaceship has been destroyed, leaving you and your remaining crew stranded on an alien planet. To survive you must create a successful colony, with the distant aim of returning to the reaches of space.
Building solid walls, planting crops, hunting local fauna – these are the game’s bread and butter, alongside the task of meeting the ever-increasing needs of a burgeoning colony. Imagine the precocious lovechild of Prison Architect and Civilization, and you’re probably close to the mark.
Rimworld Colony 1 – Efrafa
Founders – Landale, Martin, Sera
One of Rimworld’s strongest features is the obsessive depth of each character’s personal data. Every feature in the game seems to contain suites of numbers and useful information, but is particularly effective with regard to colonists. These people have personal backgrounds, individual skills, and a list of unique needs which, if unmet, result in an extraterrestrial episode of Lord of the Flies.
Of my first three colonists, it was Landale with whom I bonded most. Her clothes may not have survived the crash (she was naked for the duration of Efrafa’s existence) but her talent and strength of will remained.
Numerical values are assigned to each colonist skill, which vary from mining, to harvesting, and Landale – whose stats were almost universally impressive – built the entire colony from scratch, as well as hauling all the various materials required for construction. Sera and Martin, on the other hand, were useless stargazers.
I speak of them as if they have personalities, because Rimworld makes it so. Colonists are semi-autonomous; general tasks such as construction and cooking can be prioritised through the game’s menus. You can order players to mine, plant crops or construct amenities, but if they need sleep, they sleep; if they must eat, then they’ll munch away.
Task priority is hidden behind the scenes, and although it can be overridden by direct orders, it’s far more interesting to see how the population occupies their time.
Environmental catastrophes – which range from rabid animals to raiders armed with grenades – are regular, and threaten to turn your colony into a graveyard. Landale fell first, and it was the beginning of the end. I didn’t understand that colonists can be “drafted”, taking them out of their semi-autonomous state and allowing direct orders such as “kill that raider NOW”. Without my instruction Landale ran, and was clobbered to a pulp while clutching a basket of xenomorphic junipers.
Related: No Man’s Sky review
These events in themselves are gripping; I cared about Landale, but the way the game’s systems respond is even more curious. At the sight of Landale’s corpse, Martin became agitated and unproductive. When I innocently indicated her body was no longer “forbidden”, so that she could be buried, Sera immediately conveyed her to dining table. In his starvation (I had yet to understand how to create meals for my colonists), he ate her raw corpse in a startling act of savage decorum.
Rimworld Colony 2 – Cranny Hook
Founders – Silver, Erdo, Hubba
My second attempt at a fledgling civilisation also failed in grisly fashion, but before the dark end, things were going well. Cranny Hook was a far greater organisational success than Efrafa; I had become accustomed to Rimworld’s many eccentricities, especially with regard to its construction. Laying out zones for living space, crops storage and so forth is, as it turns out, essential rather than optional.
The depth of these systems is a wonderful but intimidating surprise. Food will spoil if left outside for too long, tasks are managed through a series of dialogue boxes that allow commission, and forbid, and all the while the AI is calculating which needs are most essential. There’s a real sense that you’re interacting with an ecosystem, rather than instructing brainless NPCs.
The downside of such complexity is that each menu and each mechanic must be carefully studied before it can be mastered. Why weren’t my hunters hauling any meat back to the carefully refrigerated cooler I’d constructed? Because I hadn’t selected for it to “allow corpses”. Why is that person on the verge of suicide? Because they’re bored out of their brains. Rimworld does a terrible job of signposting some features, but the result is so compelling that you don’t really care.
This steep learning curve is what eventually destroyed Cranny Hook. After holding off several raids successfully, prisoners were taken by my colony, but having no spare beds, I was forced to convert two bedrooms into prison cells. Silver and Erdo were, begrudgingly, forced to sleep on the floor, leading to unhappiness and a lack of productivity. Food stocks diminished; more mouths to feed, not enough supplies.
Related: F1 2016 preview
Eventually, the prisoners reached starvation. After bashing through the doors of their cells, they attacked the first living bodies they saw. By the end, only Silver was left standing, and watching his pathetic attempts to take on every task that needed doing was so sad that I was left with no choice but to euthanise him.
The story before was The Beach meets Silent Running, and it was fantastic; a failure in gaming terms, but a dramatic winner.
Rimworld Colony 3 – Sanctuary
Founders – Beatrice, Yasuo, Ven
The final colony, Sanctuary, was to be everything my previous creations were not. It was ordered, with clearly designated zones, and provisions, for every one of my four colonists.
What I suspect will be part of Rimworld’s enduring appeal is this drive toward efficiency and gently escalating standards. I was no longer happy that everyone was simply alive and not consuming their housemates, or erupting into civil war; these people were going to live the life that Efrafa and Cranny Hook only dreamed of.
My own fastidious planning turned out to be my undoing. Sanctuary was placed within an encircling rocky outcrop, and proved fatal.
In search of a secluded area in which I could designate a “Party Zone” where my [now] four colonists could let loose, I ordered Beatrice to mine into the rocks surrounding the complex. At the fall of the first square of limestone, out poured a small army of ancient aliens from the mountain’s innards, armed to the teeth, straight into the kitchen where Yasuo was enjoying a spot of Turkey.
Beatrice burned to death in the fire, valiantly firing her rifle. Yasuo was struck down by enemy fire. I closed the game as Ven was bleeding to death next to the tamed colony monkey, who was also drawing his last. Yet more memorable stories.
These tales only graze the surface of what Rimworld has offered me so far. There’s always a new feature to be explored or project to take pride in.
Assuming my next colonists are burned alive by hostile aliens, I want to ensure they’re all wearing fancy clothes. I’m also keen to see what results scientific advancements may yield and whether it’s possible to construct an entirely impenetrable steel fortress where the colonists eat only the flesh of other humans. I don’t know whether these things will work out, but I’m excited to get back in and try – a positive sign for any fledgling simulator.
Rimworld is currently in Early Access, and costs £23. We’ll be coming back with a review when the devs press the big green button that says “ship it!”
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