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If untreated, '''the patient loses this race in less than a day and a half''', so any infection needs to be treated immediately and constantly. A pawn with 100% [[Immunity Gain Speed]] will become immune in around 1.5 days.
 
If untreated, '''the patient loses this race in less than a day and a half''', so any infection needs to be treated immediately and constantly. A pawn with 100% [[Immunity Gain Speed]] will become immune in around 1.5 days.
  
=== Mechanics ===
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===Mechanics===
 
Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger). The chance of a pawn getting an infection depends on the wound type and various other factors:
 
Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger). The chance of a pawn getting an infection depends on the wound type and various other factors:
* Bite, burns, and chemical burns have a 30% chance.
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*Bite, burns, and chemical burns have a 30% chance.
* Frostbite has a 25% chance.
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*Frostbite has a 25% chance.
* Shredding injuries have a 20% chance.
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*Shredding injuries have a 20% chance.
* Most other bleeding wounds have a 15% chance.
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*Most other bleeding wounds have a 15% chance.
* Bruises, cracks or missing parts cannot be infected.
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*Bruises, cracks or missing parts cannot be infected.
* Colonists are more likely to get wound infections at higher [[difficulty|difficulties]].
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*Colonists are more likely to get wound infections at higher [[difficulty|difficulties]].
 
Treated wounds can still get infected, at a reduced chance. The multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality. Animals have 20% of a colonist's chance to get an infection. Cleaner rooms further reduce the chance of infection. A regular room without any dirt has a 50% multiplier, a clean room with [[sterile tile]]s has a 32% multiplier, while caravans and outdoor spaces have are 100%.
 
Treated wounds can still get infected, at a reduced chance. The multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality. Animals have 20% of a colonist's chance to get an infection. Cleaner rooms further reduce the chance of infection. A regular room without any dirt has a 50% multiplier, a clean room with [[sterile tile]]s has a 32% multiplier, while caravans and outdoor spaces have are 100%.
  
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A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.
 
A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.
  
== Progression ==
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== Stages ==
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====Minor====
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*+5% Pain
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====Major====
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*+8% Pain
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====Extreme (Initial)====
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*+12% Pain
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*-5% Consciousness
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====Extreme (Advanced)====
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*Loss of Consciousness (max 10%)
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*+85% Pain
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*-5% Breathing
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*[[Death]] at 1 severity
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==Progression==
 
Infection and immunity progression begin as soon as the disease is detected; the first to 100% (1.0 severity) "wins", either saving or killing the pawn. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word "Infection". Unfortunately, the disease progresses faster without good treatment and rest.
 
Infection and immunity progression begin as soon as the disease is detected; the first to 100% (1.0 severity) "wins", either saving or killing the pawn. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word "Infection". Unfortunately, the disease progresses faster without good treatment and rest.
  
Note that the immunity only applies to the current infection, not future infections. Any new infection will cause the process to begin again from scratch.
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===Stages===
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*Minor - Severity: 0 - 0.32
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*Major  - Severity: 0.33 - 0.77
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*Extreme (Initial)  - Severity: 0.78 - 0.86
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*Extreme (Advanced) - Severity: 0.87 - 0.99
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*Death - Severity: 1
  
=== Stages ===
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===Humans & Animals===
{| class="wikitable"
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*When not immune or treated, severity increases by 0.84 per day (.035 per hr.).
|-
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*When immune, severity decreases by 0.7 per day.
! Stage !! Severity !! Symptoms
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*Immunity increases by 0.6441 per day when sick.
|-
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*Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).
| '''Infection (minor)''' || 0% - 32% ||
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**At 100% treatment, the disease will progress by 0.31 per day.
* [[Pain]]: {{++|5%}}
 
|-
 
| '''Infection (major)''' || 33% - 77% ||
 
* [[Pain]]: {{++|8%}}
 
|-
 
| '''Infection (Extreme)''' || 78% - 86% ||
 
* [[Pain]]: {{++|12%}}
 
* [[Consciousness]]: {{--|5%}}
 
|-
 
| '''Infection (Extreme)''' || 87% - 99% ||
 
* [[Consciousness]]: Max 10% (Unconsciousness)
 
* [[Pain]]: {{++|85%}}
 
* [[Breathing]]: {{--|5%}}
 
|-
 
| '''Infection (Extreme)''' || 100% ||
 
* [[Death]]
 
|}
 
  
=== Humans & Animals ===
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This means that an infection can kill less than 29 hours (1.19 days) from first symptoms. Pawns with 100% [[Immunity Gain Speed]]* constantly resting in a bed will become immune in just over 1 1/2 days.
* When not immune or treated, severity increases by {{++|0.84}} per day ({{++|0.035}} per hour).
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: ''(* A patient gains immunity more slowly with poor blood filtration (e.g. from a missing/damaged kidney), malnutrition (i.e. long-term hunger), or over the age of 50, so their time to reach immunity will be greater. [[#Vulnerable|Extremely vulnerable patients]] have only extreme options.)''
* Treatment slows progression by a maximum of {{---|0.53}} per day (less with poor treatment).
 
** At 100% treatment, the disease will progress by {{++|0.31}} per day.
 
* When immune, severity decreases by {{---|0.7}} per day.
 
* Immunity increases by {{+|0.6441}} per day when sick.
 
  
This means that an infection can kill less than {{#expr:1/0.84 round 2}} days from first symptoms. A pawn with 100% [[Immunity Gain Speed]] will become immune in {{#expr:1/(0.6441) round 2}} days on average - meaning that they will die without treatment slowing severity gain or improving IGS to at least {{#expr: 0.84/0.6441 * 100 round 1}}%. Note that this ignores the effect of InfectionLuck. For a full breakdown on [[Immunity Gain Speed]] and the factors that affect it, see that page.
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===Case studies===
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:* It has been observed in patients with normal beds, a room with "slightly dirty" to "dirty" [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the "luck" of the attending doctor. Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].
  
=== Case studies ===
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:* It has also been observed that a prisoner in good health (age < 50, no health issues), well fed, in an excellent-quality [[hospital bed]] with a [[vitals monitor]], and a Tend quality of 99% (high Medical skill using [[glitterworld medicine]]), gained Immunity more than 2:1 over Infection gain (from a 68 Immunity and 83 Infection, +32 v. +15). That's not a "maximum", but it may be close to a reasonably practical one, just as a benchmark.
* It has been observed in patients with normal beds, a room with "slightly dirty" to "dirty" [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the "luck" of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].
 
  
* It has also been observed that a prisoner in good health (age < 50, no health issues), well fed, in an excellent-quality [[hospital bed]] with a [[vitals monitor]], and a Tend quality of 99% (high Medical skill using [[glitterworld medicine]]), gained Immunity more than 2:1 over Infection gain (from a 68 Immunity and 83 Infection, +32 v. +15)That's not a "maximum", but it may be close to a reasonably practical one, just as a benchmark.
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All this math also means that it will take a patient almost 3 days, or more, to go through the process of first fighting and then recovering from an infection, besides recovering from whatever wound or ailment caused the infection in the first placeYet another reason to provide prompt, sterile treatment for all colonists' wounds to avoid this in the first place.
  
All this math also means that it will take a patient almost 3 days, or more, to go through the process of first fighting and then recovering from an infection, besides recovering from whatever wound or ailment caused the infection in the first place.  Yet another reason to provide prompt, sterile treatment for all colonists' wounds to avoid this in the first place.
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Once an infection is gone from the system, so is any immunity to future infections, and a new infection will cause the process to begin again from scratch.
  
 
=== Default warning ===
 
=== Default warning ===
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This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.
 
This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.
  
== Treatment ==
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==Treatment==
 
[[Infection#Prevention|Prevention]] is the best treatment - a capable doctor and clean environment for treatment are critical to avoiding this deadly ailment before it happens.  Even after successful treatment of a bad infection there can be a fairly lengthy recovery time, so prevention really ''is'' the best medicine in this case.
 
[[Infection#Prevention|Prevention]] is the best treatment - a capable doctor and clean environment for treatment are critical to avoiding this deadly ailment before it happens.  Even after successful treatment of a bad infection there can be a fairly lengthy recovery time, so prevention really ''is'' the best medicine in this case.
  
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To save the colonist, you can do the following:
 
To save the colonist, you can do the following:
* Administer [[healer mech serum]]- instantly treats the infection
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*Administer [[healer mech serum]]- instantly treats the infection
* Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive
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*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive
* Amputation or part replacement
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*Amputation or part replacement
* A [[biosculpter pod]]'s medic cycle {{IdeologyIcon}}
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*A [[biosculpter pod]]'s medic cycle {{IdeologyIcon}}
  
 
== Version history ==
 
== Version history ==

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