How to Make Herbal Medicine in RimWorld (1.6) — Healroot Method + 5-Step Hospital Supply Tool
HOW TO MAKE HERBAL MEDICINE RIMWORLD
No workbench can save you now. In RimWorld’s current vanilla version, the answer is simple: grow healroot.
Data backed by local Core defs: 1.6.4633 rev1266 (verified 2026-03-24).
| Date | Update | Note |
|---|---|---|
2025-06-11 |
1.6 | Medical QOL: medical drugs excluded by default from burn drugs bills (less accidental medicine loss). |
2025-07-11 |
1.6 | Odyssey + Update 1.6 live; core herbal method remains healroot → herbal medicine. |
2025-07-22 |
1.6.4528 | Trader stock edge-case fix (helps emergency resupply when your field is late). |
2026-03-24 |
Checked | Core defs at /game (1.6.4633) still define healroot harvesting into MedicineHerbal and rotting after 150 days. |
- Medical turns into logistics.
- “Doctor won’t use medicine” is often policy, not farming.
- Disease risk and everyday tending are different problems.
- Trade still patches gaps while healroot matures.
- Herbal medicine is useless.
- Every shortage is a bug.
- One bad map outcome means a hidden patch change.
| Colony stage |
Herbal
MedicalPotency 0.60 • MedicalQualityMax 0.70 • rots 150d
|
Industrial
MedicalPotency 1.00 • MedicalQualityMax 1.00 • craft @ DrugLab
|
Glitterworld
MedicalPotency 1.60 • MedicalQualityMax 1.30 • rare trade/rewards
|
|---|---|---|---|
| 3 colonists: one good grower | Default backbone (healroot harvest). | Buy for infections/surgery if you can. | Save for “someone will die” moments. |
| 7 colonists: hospital infrastructure | High-volume everyday tending. | Use for serious disease/surgery; don’t waste it on scratches. | Keep a small emergency stack. |
| 15 colonists: redundant supply chain | Reserve floor + dedicated storage loop. | Craft + trade; protect herbal floor before converting. | Premium specialist reserve. |
Core 1.6.4633 values used on this page (from /game)
/game/Data/Core/Defs/ThingDefs_Plants/Plants_Cultivated_Farm.xml
ThingDef Plant_Healroot:
plant.growDays = 7
plant.sowWork = 800
plant.sowMinSkill = 8
plant.sowTags includes Ground + Hydroponic
ThingDef HealrootBase:
plant.harvestedThingDef = MedicineHerbal
plant.harvestYield = 1
/game/Data/Core/Defs/ThingDefs_Items/Items_Resource_Manufactured.xml
ThingDef MedicineHerbal:
statBases.MedicalPotency = 0.60
statBases.MedicalQualityMax = 0.70
CompProperties_Rottable.daysToRotStart = 150
ThingDef MedicineIndustrial:
costList = 1 herbal medicine + 1 neutroamine + 3 cloth
recipeMaker.recipeUsers includes DrugLab
recipeMaker.researchPrerequisite = MedicineProduction
Stop the Bleeding (next in-game day)
Your goal: keep pawns alive today, even if healroot production is weeks away.
- Buy medicine first if a trader is available (herbal or industrial) — this is triage, not pride.
- Check for “phantom shortages”: medicine forbidden, in a far stockpile, or behind a locked door.
- Put a shelf near beds and move a small working stack there so doctors don’t path across the base.
- Temporarily upgrade care for infections or surgery (then downgrade after the crisis).
One-day emergency checklist
- If trader exists: buy medicine now
- Confirm you have any MedicineHerbal on map (stockpile, shelves, forbidden?)
- Set patient to bed + assign best doctor
- Verify patient medical care allows medicine
Fix the Production (healroot → herbal medicine)
Vanilla fact: herbal medicine is not a bench bill. It’s a harvest product.
Plant_Healrootrequires Plants 8 to sow.- It supports Hydroponic sow tags (indoor options exist).
- Harvest yields
MedicineHerbal× 1 per mature plant. - Core growth time is
growDays 7(real time varies with light/temp/fertility).
Note: the “outdoor” option uses a common approximation (plants only grow part of the day). Blight, cold snaps, and harvesting delays will slow real output.
Exact vanilla answer card
- No bench required
- Grow healroot
- Harvest mature plants
- Each plant yields 1 herbal medicine
- Plants 8 required to sow healroot
Set Storage Rules (stop the quiet losses)
Herbal medicine is explicitly rottable in Core defs: daysToRotStart = 150.
- Working shelf: small stack near hospital beds.
- Reserve stock: colder storage (freezer/fridge) to stretch shelf life.
- Separate roles: working stock (today) vs reserve (next raid / next season).
Simple storage policy
- 1 shelf near beds: "Medicine (Working)"
- 1 cold stockpile: "Medicine (Reserve)"
- Refill working shelf after every mass-tend event
- Track a reserve floor before crafting MedicineIndustrial
Review Policy (make doctors use it)
Most “doctor won’t use my medicine” problems are permission problems.
- Colonists: ensure Medical Care isn’t set to No medicine.
- Prisoners/animals: set a default tier so they don’t silently drain better stock.
- During crisis: temporarily allow better medicine for infections/surgery.
Fast policy checks
- Select patient → Health → Medical care allows herbal medicine?
- Are doctors hauling from a nearby shelf?
- Are you accidentally wasting industrial medicine on minor wounds?
Build Boredom (reserves + upgrade path)
A stable herbal shelf is a system: skill → field → haul → storage → policy → reserve.
- Set a reserve floor before you upgrade into crafting
MedicineIndustrial. MedicineIndustrialconsumes 1 herbal medicine per craft (don’t cannibalize your baseline care).- Size fields for peak damage (raid clusters), not for peaceful weeks.
| Colony | Starter reserve target | Starter healroot tiles |
|---|---|---|
| 3 colonists (quiet) | 15–20 | 20–30 |
| 5 colonists (typical) | 30–40 | 40–60 |
| 8 colonists (combat) | 50–70 | 70–100 |
| Disease-heavy biome | 70+ | 90–120 (or protected) |
These tile targets are player heuristics. Your real needs depend on injuries, animals, prisoners, and growing season.