// POSTED BY Róisín ON Sep 15, 2026, 3:45 PM
How to Make Medicine in RimWorld
While slapping some foraged leaves onto a scratched colonist works fine in your first quadrum, eventually you’ll want something stronger. Herbal Medicine is cheap and surprisingly effective, but its 70% tend-quality ceiling and lower surgery success make Industrial Medicine a valuable upgrade once your colony has the infrastructure to produce it.
Quick answer: To make Industrial Medicine in RimWorld, you need 1 Herbal Medicine, 1 Neutroamine and 3 Cloth, along with the required research and a Drug Lab. The medicine is produced through a Drug Lab by a colonist with the required skills.
What research do you need to craft medicine?
Industrial Medicine cannot be crafted from the start. The recipe is gated behind the Medicine Production technology, which carries a base cost of 1,500 research points.
Before you can research Medicine Production, you need to have researched Drug Production and have access to a Hi-Tech Research Bench. Drug Production unlocks the Drug Lab, while the Hi-Tech Research Bench is unlocked through Microelectronics.
Because Medicine Production demands advanced research facilities, tribal factions face a severe tech penalty. Tribals start at the Neolithic tech tier, meaning the cost of all Industrial-era research is heavily multiplied, making it a much longer grind compared to a standard Crashlanded start.
Once researched, constructing the Drug Lab costs 75 Steel, 6 Components and 50 Stuff, with the final material supplied by something such as Wood or Steel.
Sourcing Healroot, Cloth, and the Neutroamine bottleneck
Getting the raw materials to the lab involves managing three distinct supply chains:
- Herbal Medicine (x1): Sourced from domestic Healroot, which requires a colonist with a Plants skill of 8 to sow. Alternatively, forage wild Healroot in temperate, boreal, and shrubland biomes. Herbal Medicine deteriorates over time when unrefrigerated, with a base rot time of 150 days.
- Cloth (x3): Sourced from Cotton, requiring a Plants skill of 4.
- Neutroamine (x1):In vanilla unmodded RimWorld, you cannot synthesise or grow Neutroamine. It is primarily obtained by purchasing it from traders, although other sources can occasionally provide it depending on your game and active DLCs.
Buy Neutroamine whenever it appears in a trader’s inventory, particularly from Bulk Goods Traders and orbital traders. If traders are scarce, load a pack animal with export goods and caravan to a nearby settlement that sells it.
Drug Lab setup and colonist skill requirements
To actually process the bill at the Drug Lab, your assigned colonist must meet two minimum skill requirements:
- Crafting: Level 4 or higher
- Intellectual: Level 4 or higher
The task is categorised under the Crafting job type. When setting up your Drug Lab, use the “Do until you have X” command. Leaving the bill on “Do forever” will drain your Neutroamine supply, leaving none to craft Penoxycyline (vital for preventing the plague, malaria, and sleeping sickness) or combat stimulants. A buffer of 30 to 40 Industrial Medicine is usually plenty for a mid-game colony.
Why bother upgrading? Medicine tier caps explained
Managing medicine types efficiently preserves rare pharmaceuticals for fatal illnesses and high-risk surgical operations.
| Medicine Tier | Potency | Max Tend Quality | Spoilage | Best Used For |
|---|---|---|---|---|
| Herbal Medicine | 60% | 70% | Deteriorates unrefrigerated 150-day base rot time | Minor injuries, cuts, bruises, and routine treatment |
| Industrial Medicine | 100% | 100% | Does not spoil | Diseases, infections, serious trauma, and standard surgery |
| Glitterworld Medicine | 160% | 130% | Does not spoil | Difficult surgeries, life-threatening diseases, and extreme emergencies |
Keep default colonist care set to Herbal Medicine for everyday bruises and wounds. Manually bump treatment to Industrial or Glitterworld Medicine only when treating severe infections, plague, or performing complex bionic installations.
| Medicine Tier | Medical Potency | Max Tend Quality | Spoilage | Best Used For |
| Herbal Medicine | 60% | 70% | Deteriorates when unrefrigerated (150-day base rot time) | Minor injuries, routine treatment |
| Industrial Medicine | 100% | 100% | Does not spoil | Diseases, serious injuries, surgery |
| Glitterworld Medicine | 160% | 130% | Does not spoil | Difficult surgeries, life-threatening diseases, emergencies |
The most important difference is the 70% hard cap on Herbal Medicine. Even an extremely skilled doctor cannot produce more than 70% tend quality when using Herbal Medicine. Industrial Medicine raises that ceiling to 100%, while also providing a significant boost to surgery success compared with Herbal Medicine.
Can you craft Glitterworld medicine?
In the base game, Glitterworld Medicine cannot be crafted. It is an exceptionally powerful medicine that must generally be acquired rather than manufactured by your colony. Any guide telling you to combine hyperweave and neutroamine to make it is referencing a third-party mod. Keep your rare Glitterworld kits locked away for absolute emergencies.
How to stop colonists wasting your Industrial Medicine
If left to their own devices, your colonists will happily use premium Industrial Medicine to bandage a bruised toe.
You can configure medical care policies individually by colonist or prisoner in the Assign tab. A good rule of thumb is to set the default policy for routine injuries to Herbal Medicine. Herbal is an excellent default for everyday cuts and bruises, while Industrial Medicine is worth manually reserving for serious cases like severe infections, heavy bleeding, or invasive surgeries. Proper triage ensures your hard-earned medicine is ready when a crisis actually hits.
FAQ
Can you craft Neutroamine using mods?
Yes. Mods can add recipes or production methods for Neutroamine, allowing colonies to become self-sufficient instead of relying on traders. The exact recipe depends on the mod installed.
Why won’t my colonists craft medicine at the Drug Lab?
If you have a bill set up but nobody is working on it, check your Work tab and colonist skills. The pawn must have at least level 4 in both Crafting and Intellectual. More importantly, the task relies on the Crafting work assignment, not Research or Doctoring. If your designated pawn has Crafting unticked in their work priorities, they will ignore the Drug Lab completely. Also, double-check that your ingredients aren’t forbidden or located outside the pawn’s allowed zone.
Should I use medicine on colony animals?
It depends entirely on the animal’s value to your colony. For heavily invested livestock like muffalos, or bonded pets that provide a mood boost, treating their wounds with Herbal Medicine is a smart move. However, you can quickly drain your medical supplies if doctors are patching up every stray chicken that gets into a fight. You can restrict what tier of medicine is used for pets and livestock by navigating to the Animals tab and adjusting their individual medical care settings.
Why is my doctor using Herbal Medicine when I have Industrial Medicine?
If a colonist has severe injuries but your doctor is stubbornly using Herbal Medicine, check the patient’s medical care policy in the Assign tab. If they are restricted to “Herbal medicine or worse”, the doctor will obey that rule regardless of what is in your stockpile. If their policy is correct, check that your Industrial Medicine hasn’t been forbidden, isn’t locked inside a room the doctor cannot access, and hasn’t deteriorated to 0 hit points from being left unroofed outside.
For most colonies, the goal is to maintain a steady supply of Herbal Medicine and Cloth while buying Neutroamine whenever traders arrive. Once Medicine Production is unlocked, Industrial Medicine becomes a valuable upgrade for treating serious injuries, diseases and difficult surgeries. Keep Glitterworld Medicine in reserve for emergencies where its superior potency can make the difference between a successful operation and a very expensive tombstone.