Difference between revisions of "Disease"

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'''Diseases''' are medical ailments that cause pawns to suffer negative symptoms.  
 
'''Diseases''' are medical ailments that cause pawns to suffer negative symptoms.  
  
==Contact==
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== Contract ==
Most diseases are contacted as part of an [[event]]. Your colony's [[biome]] determines how common diseases are, as well as how common each disease is. However, some diseases happen situationally, regardless of biome:
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Most diseases are contracted as part of an [[event]]. Your colony's [[biome]] determines how common diseases are, as well as how common each disease is. However, some diseases happen situationally, regardless of biome:
 
*[[Infection]] may occur after a bleeding [[injury]], burn, or frostbite is inflicted. Tending the injury in a clean room reduces the chance of infection.
 
*[[Infection]] may occur after a bleeding [[injury]], burn, or frostbite is inflicted. Tending the injury in a clean room reduces the chance of infection.
 
*[[Lung rot]] occurs randomly when inhaling enough [[rot stink]].
 
*[[Lung rot]] occurs randomly when inhaling enough [[rot stink]].
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The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
 
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
  
==Summary==
+
== Summary ==
Humans and animals can get diseases. Virtually every disease uses the ''severity'' mechanic. As a disease progresses, its symptoms progressively get worse. If a fatal disease's severity reaches 1.0 (100%), then [[death]] occurs. Most diseases go from minor -> major -> extreme. How fast a disease progresses depends on the disease itself.
+
Humans and animals can get diseases. Most diseases uses the ''severity'' mechanic. As a disease progresses, its symptoms progressively get worse. If a fatal disease's severity reaches 1.0 (100%), then [[death]] occurs. Most diseases go from minor -> major -> extreme. How fast a disease progresses depends on the disease itself.
  
===Treatment===
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=== Treatment ===
All diseases (except [[paralytic abasia]]) can be tended to, just like an [[injury]]. Treatment Quality is determined by a variety of factors, including the doctor's [[skills|skill]] and the quality of [[Doctoring|medicine]] used. Progression of the disease is slowed depending on how good the treatment was. How often a disease can be tended depends on the disease itself.
+
Most diseases can be tended to, just like an [[injury]]. Tend Quality is determined by a variety of factors, including the doctor's [[skill]] and the quality of [[Doctoring|medicine]] used. Generally, higher quality tends reduce the total time until recovery, though mechanics vary. How often a disease can be tended depends on the disease itself.
  
 
There are 3 types of diseases to tend to:
 
There are 3 types of diseases to tend to:
*The disease will progress over time, and treatment slows down progression. Immunity is gained over time, dependent on [[Immunity Gain Speed]]. Once immune, the disease will slowly fade. Applies to most fatal diseases, such as the [[flu]], [[infection]], and [[plague]].
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* The disease will progress over time, and treatment slows down progression. Immunity is gained over time, dependent on [[Immunity Gain Speed]] and independent of tend quality. Once immune, the disease will slowly fade. Applies to most fatal diseases, such as the [[flu]], [[infection]], and [[plague]].
*The disease does not progress. Treatment must reach a ''total tend quality'' (300%) before the disease is cured. Applies to [[gut worms]] and [[muscle parasites]].
+
* The disease does not progress. Treatment must reach a ''total tend quality'' (300%) before the disease is cured. Applies to [[gut worms]] and [[muscle parasites]].
*The disease progresses over time, and treatment slows and even prevents progression. The disease fades only after a certain time. Applies to [[lung rot]], [[fibrous mechanites]], [[sensory mechanites]], and [[blood rot]]{{RoyaltyIcon}}.
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* The disease progresses over time, and treatment slows and even prevents progression. The disease fades only after a certain time. Applies to [[lung rot]], [[fibrous mechanites]], [[sensory mechanites]], and [[blood rot]].{{RoyaltyIcon}}
  
In addition, certain diseases have specialized cures. [[Infection]] in a non-vital part can be cured by amputating or replacing a limb, [[blood rot]] can be instantly cured with [[glitterworld medicine]], and [[gut worms]] can be treated by replacing the stomach.
+
In addition, certain diseases have specialized cures. [[Infection]] in a non-vital part can be cured by amputating or [[Artificial body part|replacing]] a limb, [[blood rot]] can be instantly cured with [[glitterworld medicine]], and [[gut worms]] can be treated by replacing the stomach.
 +
 
 +
=== Immunity gain ===
 +
{{Main|Immunity Gain Speed}}
 +
Immunity gain is controlled by several factors.
 +
* Base immunity gain speed for the particular disease.
 +
* InfectionLuck
 +
* The Immunity Gain Speed stat of the patient
  
===Gaining immunity gain speed===
 
 
[[Immunity Gain Speed]] affects a wide variety of diseases, and is affected by the following:
 
[[Immunity Gain Speed]] affects a wide variety of diseases, and is affected by the following:
*[[Food]]: Pawns above 12.5% [[Saturation]] do not have any penalties to immunity.
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* [[Food]]: Pawns above 12.5% [[Saturation]] do not have any penalties to immunity.
*[[Rest]]: Actively resting gives a bonus to speed. Resting in any [[bedroll]] or [[bed]] increases the stat, a [[hospital bed]] increases it further.
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* [[Rest]]: Actively resting gives a bonus to speed. Resting in any [[bedroll]] or [[bed]] increases the stat, a [[hospital bed]] increases it further, and a hospital bed with an attached [[vitals monitor]] increases it the most.{{Check Tag|Verify|Does this affect their IGS stat or does it affect their immunity they actually gain only?}}
*Age: As a pawn gets closer to and past their species' life expectancy, immunity speed decreases. Humans over 54 slowly lose immunity gain speed.
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* Age: As a pawn gets closer to and past their species' life expectancy, immunity gain speed decreases. For baseline humans, immunity gain speed is gradually lost after age 54. Genes that affect the pawns lifespan such as [[Genes#Mild cell instability|cell instability]]{{BiotechIcon}} also affect this progression.
*[[Blood Filtration]]: Mostly increased via [[luciferium]] and slightly increased by a [[detoxifier kidney]]{{BiotechIcon}}
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* [[Blood Filtration]]: Mostly increased via [[luciferium]] and slightly increased by a [[detoxifier kidney]]{{BiotechIcon}}
*Direct boosts: The [[Traits#Super-immune|Super-immune trait]], [[Immunoenhancer]]{{RoyaltyIcon}}, and [[gene]]s{{BiotechIcon}} can increase immunity speed.
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* Direct boosts: The [[Traits#Super-immune|Super-immune trait]], [[Immunoenhancer]]{{RoyaltyIcon}}, and [[gene]]s{{BiotechIcon}} can increase immunity speed.
  
 
Only the first type of disease (in [[#Treatment]]) is affected by immunity. For example, you don't need to give a pawn with [[gut worms]] bedrest.
 
Only the first type of disease (in [[#Treatment]]) is affected by immunity. For example, you don't need to give a pawn with [[gut worms]] bedrest.
  
==Diseases==
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== Disease frequency ==
 +
 
 +
=== Disease frequency by AI storyteller ===
 +
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
 +
 
 +
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
 +
 
 +
{| {{STDT| c_08 text-center}}
 +
! Difficulty !! Disease interval multiplier
 +
|-
 +
| Peaceful || 3
 +
|-
 +
| Community builder || 2.5
 +
|-
 +
| Adventure story || 1.3
 +
|-
 +
| Strive to survive || 1.0
 +
|-
 +
| Blood and dust || 0.95
 +
|-
 +
| Losing is fun || 0.9
 +
|-
 +
|}
 +
 
 +
=== Disease frequency by [[biomes]] ===
 +
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
 +
 
 +
== Diseases ==
 
'''Note:''' Base values of severity and immunity gain speed used in the table.<br>Treatment's reduction of severity depends on tend quality. 50% tend quality equals half the reduction.
 
'''Note:''' Base values of severity and immunity gain speed used in the table.<br>Treatment's reduction of severity depends on tend quality. 50% tend quality equals half the reduction.
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
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</li><div>
 
</li><div>
  
==Disease frequency==
 
 
=== Disease frequency by [[AI_Storytellers#Difficulty|difficulty]] ===
 
{| {{STDT| c_08 text-center}}
 
! [[AI_Storytellers#Difficulty|Difficulty]] !! Disease interval multiplier
 
|-
 
| Peaceful || 3
 
|-
 
| Community builder || 2.5
 
|-
 
| Adventure story || 1.3
 
|-
 
| Strive to survive || 1.0
 
|-
 
| Blood and dust || 0.95
 
|-
 
| Losing is fun || 0.9
 
|-
 
|}
 
 
=== Disease frequency by [[Biomes|biomes]] ===
 
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
 
  
 
== Version history ==
 
== Version history ==

Revision as of 12:30, 11 December 2022

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Health Body Parts Capacities Injury Disease Ailments

Diseases are medical ailments that cause pawns to suffer negative symptoms.

Contract

Most diseases are contracted as part of an event. Your colony's biome determines how common diseases are, as well as how common each disease is. However, some diseases happen situationally, regardless of biome:

Note that diseases are not contagious in RimWorld. Disease does not ever spread between colonists, though disease events often simulate "outbreaks" by inflicting multiple colonists at the same time.

The drug penoxycyline protects against Malaria, Plague, and Sleeping sickness. The disease event still happens, but colonists will not be affected.

Summary

Humans and animals can get diseases. Most diseases uses the severity mechanic. As a disease progresses, its symptoms progressively get worse. If a fatal disease's severity reaches 1.0 (100%), then death occurs. Most diseases go from minor -> major -> extreme. How fast a disease progresses depends on the disease itself.

Treatment

Most diseases can be tended to, just like an injury. Tend Quality is determined by a variety of factors, including the doctor's skill and the quality of medicine used. Generally, higher quality tends reduce the total time until recovery, though mechanics vary. How often a disease can be tended depends on the disease itself.

There are 3 types of diseases to tend to:

  • The disease will progress over time, and treatment slows down progression. Immunity is gained over time, dependent on Immunity Gain Speed and independent of tend quality. Once immune, the disease will slowly fade. Applies to most fatal diseases, such as the flu, infection, and plague.
  • The disease does not progress. Treatment must reach a total tend quality (300%) before the disease is cured. Applies to gut worms and muscle parasites.
  • The disease progresses over time, and treatment slows and even prevents progression. The disease fades only after a certain time. Applies to lung rot, fibrous mechanites, sensory mechanites, and blood rot.Content added by the Royalty DLC

In addition, certain diseases have specialized cures. Infection in a non-vital part can be cured by amputating or replacing a limb, blood rot can be instantly cured with glitterworld medicine, and gut worms can be treated by replacing the stomach.

Immunity gain

Immunity gain is controlled by several factors.

  • Base immunity gain speed for the particular disease.
  • InfectionLuck
  • The Immunity Gain Speed stat of the patient

Immunity Gain Speed affects a wide variety of diseases, and is affected by the following:

Only the first type of disease (in #Treatment) is affected by immunity. For example, you don't need to give a pawn with gut worms bedrest.

Disease frequency

Disease frequency by AI storyteller

Disease frequency is controlled directly by the Disease frequency AI storyteller setting.

This value can be changed in custom storyteller settings, but has the following default values by difficulty:

Difficulty Disease interval multiplier
Peaceful 3
Community builder 2.5
Adventure story 1.3
Strive to survive 1.0
Blood and dust 0.95
Losing is fun 0.9

Disease frequency by biomes

Diseases

Note: Base values of severity and immunity gain speed used in the table.
Treatment's reduction of severity depends on tend quality. 50% tend quality equals half the reduction.

  • Disease Fatal? Description Severity Treatment
    Infection Check.png Generic infection of individual wounds.
    • Fast moving and dangerous.
      • < 1.25 days to kill if untreated. <1.5 days for immunity.
    • Mild symptoms until extreme, >0.87 severity. (+5% to +12% pain)
    • Severity: +0.84 / day
    • Immunity: +0.644 / day
    • Treatment: -0.53 severity / day
      (at 100% quality)
    • Bed rest and medicine
    • Amputation of infected body part
    Flu Check.png Relatively mild and common diseas.
    • Severity: +0.84 / day
    • Immunity: +0.644 / day
    • Treatment: -0.53 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Malaria Check.png Common in tropical biomes.
    • Severity: +0.249 / day
    • Immunity: +0.238 / day
    • Treatment: -0.077 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Plague Check.png Fast moving and extremely painful.
    • Severity: +0.666 / day
    • Immunity: +0.522 / day
    • Treatment: -0.362 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Sleeping sickness Check.png Very slow-moving infection. Native only to rainforests and swamps.
    • Relatively easy to treat if rested.
    • Threat is the amount of rest / medicine required.
    • Mainly lowers consciousness & manipulation (−2% to −20%).
    • Severity: +0.12 / day
    • Immunity: +0.11 / day
    • Treatment: -0.07 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Scaria Check.png Drives animals to become manhunters.
    • Exclusive to animals in manhunter packs.
    • Humans and colony animals immune.
    • 100% fatal within 5 days, without cure
    • No progression
    Lung rot Check.png

    Occurs in contact with rot stink. Avoid rot stink to avoid.

    • Severity: +0.300 / day
    • Treatment: -0.700 severity / day
      (at 100% quality)
    • Medicine
    Gut worms Ex.png Doubles hunger rate.
    • Also painful (+20% pain).
    • No progression
    • Cured at 300% total Tend Quality
    • Medicine (48hr per tend)
    • Stomach replacement
    Muscle parasites Ex.png Painful, impairs working.
    • No progression
    • Cured at 300% total Tend Quality
    • Medicine (48hr per tend)
    Fibrous mechanites Ex.png Very long-lasting, but improves working.
    • Severity: +0.25 / day
    • Treatment: -1.00 severity / day
      (at 100% quality)
    • Medicine
      • Prevents severity increase only

    Resolves from:

    • Min 900,000 ticks (15 in-game days)
    • Max 1,800,000 ticks (30 in-game days)
    Sensory mechanites Ex.png Very long-lasting, but improves many stats.
    • Severity: +0.25 / day
    • Treatment: -1.00 severity / day
      (at 100% quality)
    • Medicine
      • Prevents severity increase only

    Resolves from:

    • Min 900,000 ticks (15 in-game days)
    • Max 1,800,000 ticks (30 in-game days)
    Blood rotContent added by the Royalty DLC Check.png Extremely long lasting blood affliction.
    • Quest only.
    • Easily treated, but a drain on medicine.
    • Severity: +0.40 / day
    • Treatment: -1.00 severity / day
      (at 100% quality)

    Resolves from:

    • Min 1,800,000 ticks (30 in-game days)
    • Max 2,400,000 ticks (40 in-game days)
    Paralytic abasiaContent added by the Royalty DLC Ex.png Extremely long lasting. Complete immobility.
    • No progression
    • 1% per day to instantly cure

    Always resolves from:

    • Min 1,800,000 ticks (30 in-game days)
    • Max 2,400,000 ticks (40 in-game days)
    Infant illnessContent added by the Biotech DLC Check.png Inflicted after a sick birth of a baby.
    • 4 different types of illness, from mild to grave. Switches every 1-3 days.
    • Uniquely, reducing severity to 0 cures the disease.
    • Starts as Major severity (0.33 - 0.77)
    • Severity gain depends on the type
      • From -0.25 to +0.5 severity / day
    • Treatment: -0.35 severity / day
      (at 100% quality)
    • Medicine

    Resolves from:

    • Min 480,000 ticks (8 in-game days)
    • Max 600,000 ticks (10 in-game days)

  • Version history

    • 0.7.581 - Added with flu, plague, malaria, sleeping sickness.
    • 0.9.722 - Diseases can now cause vomiting.