How to Make Medicine in RimWorld | Code-Backed Crafting + Reserve Tool
Local RimWorld Core Defs Verified
How to Make Medicine in RimWorld Without Wasting Rare Supplies
The exact vanilla answer in your local RimWorld files is simple: 3 Cloth + 1 MedicineHerbal + 1 Neutroamine
at a DrugLab, unlocked by MedicineProduction. The actual bottleneck is not the recipe. It is the
trade-backed neutroamine supply chain. This page is built from analysis of the local
1.6.4633 rev1266 game files in /game/Data/Core/Defs.
How to Make Medicine in RimWorld Without Wasting Rare Supplies
Craft 3 cloth, 1 herbal medicine, and 1 neutroamine at a drug lab
after researching DrugProduction, MicroelectronicsBasics, and MedicineProduction.
| Situation | Fastest Answer | Why It Works | Biggest Mistake |
|---|---|---|---|
| Missing bill | Finish DrugProduction, MicroelectronicsBasics, and MedicineProduction, then use a DrugLab. |
The recipe exists on the medicine item, but its recipeMaker is locked behind MedicineProduction. |
Checking a crafting spot or the drug policy tab for a recipe that only lives on the drug lab. |
| No ingredients | Count cloth, herbal medicine, and neutroamine separately. |
MedicineIndustrial consumes all three, one dose at a time. |
Assuming neutroamine is locally craftable in vanilla. |
| Hospital empty now | Buy finished medicine first, then rebuild the ingredient loop. | Combat suppliers and outlander traders can solve the immediate treatment gap faster than crafting. | Burning the last neutroamine stack on a slow local craft while patients wait. |
| Doctors ignore it | Fix pawn care settings and allowed medicine, not the recipe. | Crafting and usage are different systems. | Diagnosing a policy problem like it is a bench problem. |
Plant_Healroot harvests into MedicineHerbal x1.
recipeMaker was found in local Core defs. Buy it.
DrugProduction unlocks the bench; MedicineProduction unlocks the bill.
MedicalPotency 1.00, stack limit 25.
| Research | Code Fact | Why It Matters |
|---|---|---|
| Drug production Base cost 500 |
DrugProduction unlocks DrugLab. |
You cannot even place the correct worktable without it. |
| Microelectronics Base cost 3000 |
MicroelectronicsBasics is a prerequisite for MedicineProduction; the building defs for CommsConsole and OrbitalTradeBeacon also require it. |
This is the real bridge between crafting and trade-backed resupply. |
| Medicine production Base cost 1500 |
MedicineProduction requires both DrugProduction and MicroelectronicsBasics, and itself requires a HiTechResearchBench. |
This unlocks the actual industrial medicine bill, not just the bench. |
No Bill Shown
Check: missing MedicineProduction, missing MicroelectronicsBasics, or using the wrong bench.
Pawn Refuses
Check: ingredient reachability, power, and priorities. DoBillsProduceDrugs sits under Crafting and has the Intellectual work tag.
Low Skill
Check: the recipe requires Crafting 4 plus Intellectual 4. Good doctoring alone is not enough.
Doctors Won't Use It
Check: care settings, allowed medicine, and whether the pawn is being treated in the field or in bed. That is a policy layer, not a bench layer.
Nearby shelves, indoor lab routing, and a real hospital handoff keep the whole chain legible. The local building XML gives
the drug lab a Laboratory room role and penalizes wrong-room or outdoor use to 0.8x.
Most failed bills are boring: no reach path, no power, no correct skills, or the wrong work priorities. The fix is usually a routing or policy cleanup, not a hidden mechanic.
| Ingredient | Verified Fact | Best Source | Main Risk |
|---|---|---|---|
| Herbal medicine | Plant_Healroot has sowMinSkill 8, growDays 7, harvestYield 1, and supports Hydroponic sow tags. |
Plant healroot early; buy herbal only if the hospital is already dry. | No qualified grower and no buffer crop. |
| Cloth | Outlander settlement stock includes Cloth 400~600; orbital bulk includes 200~600; outlander bulk caravan includes 250~400. |
Cotton at home, bulk traders when tailoring is chewing through reserves. | Letting tailoring and the hospital share one unprotected stockpile. |
| Neutroamine | No local vanilla recipe was found. Trader defs stock 50~200 at outlander settlements, 70~160 in outlander bulk caravans, 100~200 in orbital bulk, and 100~500 in orbital exotic. |
Trade for it deliberately. It is the imported choke point. | Acting surprised when the only unfarmable ingredient runs out. |
| Finished medicine | Combat suppliers stock MedicineIndustrial 30~50; outlander settlements stock 25~50; orbital bulk stocks 20~30. |
Buy finished medicine when the hospital needs speed more than elegance. | Trying to force local crafting through an immediate emergency. |
Stay Vanilla
Use the trade loop the game expects: healroot + cloth at home, neutroamine from outlanders and orbital traders.
Craft Neutroamine
If you dislike the vanilla trade lock, Craft Neutroamine (continued) is the light-touch answer.
Control Medicine Use
If the real issue is waste, a policy mod such as Choose Your Medicine solves a different problem than a new recipe does.
Set Reserves
If you already accept vanilla, stop improvising. Set a shelf target, a neutroamine floor, and a trade rhythm.
burn drugs waste, and sterile surgical space matters more.
Craft Check + Reserve Planner
This calculator uses local game values directly for the recipe, skills, bench, and trader stock ranges. The target presets are practical reserve bands derived from the game-data analysis, not hard-coded RimWorld rules.
Can Craft Now
No inputs yet.
Shelf After Craft
Finished medicine after consuming current ingredients.
Main Blocker
This points at the first thing to fix.
Best First Move
The planner will tell you whether to buy now or craft now.
Drug lab: medicine - Make until you have 50 - Hold reserve: 20 neutroamine, 60 cloth, 20 herbal medicine - Put cloth, herbal medicine, and neutroamine on nearby shelves - If the hospital is empty right now, buy finished medicine first and craft after the emergency
Ingredient Gap To Target
| Ingredient | Need | Have | Missing |
|---|---|---|---|
| Cloth | 0 | 0 | 0 |
Trade Route Estimate
| Source | Best For | Stock Range | Contacts For Gap |
|---|---|---|---|
| Orbital exotic goods | Neutroamine | 100-500 | - |
Symptom-to-Fix Troubleshooter
The first three branches below are grounded in the local files. The last branch is deliberately labeled as a gameplay policy check, because doctors using medicine is not the same thing as pawns crafting medicine.
No bill shown
Finish the full research chain and check the bench first.
DrugProductionunlocks theDrugLab, not the medicine bill itself.
recipeMaker, and that recipe is locked behind MedicineProduction.
What the Local Game Files Actually Say
These snippets are taken from your local RimWorld install under /game/Data/Core/Defs. The values below are direct proof from the game data.
Industrial medicine item: recipe, work, bench, research, and skill gates
From ThingDefs_Items/Items_Resource_Manufactured.xml:
<ThingDef ParentName="MedicineBase">
<defName>MedicineIndustrial</defName>
<statBases>
<WorkToMake>700</WorkToMake>
</statBases>
<costList>
<MedicineHerbal>1</MedicineHerbal>
<Neutroamine>1</Neutroamine>
<Cloth>3</Cloth>
</costList>
<recipeMaker>
<workSkill>Intellectual</workSkill>
<recipeUsers><li>DrugLab</li></recipeUsers>
<researchPrerequisite>MedicineProduction</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
<Intellectual>4</Intellectual>
</skillRequirements>
</recipeMaker>
</ThingDef>
Drug lab build requirements, room role, and bench prerequisite
From ThingDefs_Buildings/Buildings_Production.xml:
<ThingDef ParentName="BenchBase">
<defName>DrugLab</defName>
<costStuffCount>50</costStuffCount>
<costList>
<Steel>75</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<constructionSkillPrerequisite>4</constructionSkillPrerequisite>
<building>
<workTableRoomRole>Laboratory</workTableRoomRole>
<workTableNotInRoomRoleFactor>0.8</workTableNotInRoomRoleFactor>
</building>
<researchPrerequisites>
<li>DrugProduction</li>
</researchPrerequisites>
</ThingDef>
Research chain: medicine bill, microelectronics bridge, and trade infrastructure
From ResearchProjectDefs/ResearchProjects_1.xml, ResearchProjects_3_Microelectronics.xml, and ThingDefs_Buildings/Buildings_Misc.xml:
<ResearchProjectDef>
<defName>DrugProduction</defName>
<baseCost>500</baseCost>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>MicroelectronicsBasics</defName>
<baseCost>3000</baseCost>
</ResearchProjectDef>
<ResearchProjectDef>
<defName>MedicineProduction</defName>
<baseCost>1500</baseCost>
<prerequisites>
<li>DrugProduction</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
</ResearchProjectDef>
<ThingDef>
<defName>OrbitalTradeBeacon</defName>
<researchPrerequisites><li>MicroelectronicsBasics</li></researchPrerequisites>
</ThingDef>
Healroot facts: growth, yield, and skill requirement
From ThingDefs_Plants/Plants_Cultivated_Farm.xml:
<ThingDef ParentName="HealrootBase">
<defName>Plant_Healroot</defName>
<plant>
<growDays>7</growDays>
<sowWork>800</sowWork>
<sowMinSkill>8</sowMinSkill>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
</plant>
</ThingDef>
<ThingDef ParentName="PlantBase" Name="HealrootBase">
<plant>
<harvestedThingDef>MedicineHerbal</harvestedThingDef>
<harvestYield>1</harvestYield>
</plant>
</ThingDef>
Trader stock ranges for neutroamine, cloth, and finished medicine
From the local trader defs under TraderKindDefs:
Base_Outlander_Standard
Cloth 400~600
Neutroamine 50~200
MedicineIndustrial 25~50
Caravan_Outlander_BulkGoods
Cloth 250~400
Neutroamine 70~160
Orbital_BulkGoods
Cloth 200~600
MedicineIndustrial 20~30
Neutroamine 100~200
Orbital_CombatSupplier
MedicineIndustrial 30~50
Orbital_Exotic
Neutroamine 100~500
Continue the Supply Chain
This page answers the exact medicine question. The other half of the system is still cloth, neutroamine, and lab setup.
Recipe
Bench
Farm Side
Trade Side