Difference between revisions of "Immunity Gain Speed"
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− | In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck). | + | In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck). |
==Factors== | ==Factors== |
Revision as of 01:04, 14 August 2022
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Immunity Gain Speed is a stat: The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. Base value is 100%.
In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck).
Factors
Immunity gain speed is determined by many factors multiplicatively.
Capacities
Blood Filtration: 50% importance. No allowed defect. No Max.
- Reduced by Malaria
- 100% unless reduced by damaged or missing Kidney (pawn has two, at 50% each)
- 170% with Luciferium
Saturation
- 100%: Fed or Hungry
- 90%: Urgently Hungry (corresponds to Ravenously Hungry)
- 70%: Starving (corresponds to Malnourished)
Rest
Rest need:
- 100%: Rested
- 96%: Tired
- 92%: Very tired
- 80%: Exhausted
In Bed:
- 100%: When not resting in a bed or on a sleeping spot.
- 105%: When resting in an animal sleeping box.
- 107%: When resting in an animal bed, single bed, double bed or Royal bed.
- 111%: When resting in a hospital bed.
- Note that quality of the bed only influences the rest effectiveness, not the immunity gain speed.
- Attaching a Vitals monitor to a bed increases that value by 2% additively, so 113% when attached to a Hospital bed, 109% for any other bed that's set to medical. A vitals monitor can be attached to up to 8 adjacent beds, but only one vitals monitor can be attached per bed. The effects of multiple vitals monitors do not stack.
Resting:
- 100%: Not resting
- 110%: Resting (including sleeping)
Age
Generally, the multiplier for age follows a curve defined by 5 points.
Age | Multiplier |
---|---|
0.65 * Life Expectancy | 100% |
0.80 * Life Expectancy | 95% |
1.00 * Life Expectancy | 90% |
1.20 * Life Expectancy | 80% |
1.50 * Life Expectancy | 50% |
As life expectancy is 80 for Humans, the following are approximate values for them.
Age | Immunity Gain Speed |
---|---|
<54 | 100% |
54 | 99% |
56 | 98% |
59 | 97% |
61 | 96% |
63 | 95% |
66 | 94% |
69 | 93% |
72 | 92% |
76 | 91% |
79 | 90% |
81 | 89% |
83 | 88% |
85 | 87% |
86 | 86% |
88 | 85% |
89 | 84% |
91 | 83% |
93 | 82% |
94 | 81% |
96 | 80% |
97 | 79% |
98 | 78% |
99 | 76% |
100 | 75% |
Past age 100, it continues to gradually decrease until it hits 50% at age 120 and stays at 50% thereafter.
Misc
- Immunoenhancer: +8% per, 16% max.
- Super-immune trait: +30%.
Version history
- 0.12.906 - Now affected by room stats