Difference between revisions of "Disease"

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BiomeDefs\Biomes.xml
 
BiomeDefs\Biomes.xml
 
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<includeonly>:''Main article: [[Disease]]''</includeonly>''{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
+
<includeonly>:''Main article: [[Disease]]''</includeonly>{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
  
'''Diseases''' are medical ailments that cause pawns to suffer negative symptoms.{{Check Tag|Reword|This doesn't uniquely define diseases and so is confusing for new players. E.g. Carcinoma also fits this description but is an Ailment}}
+
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
  
 
== Contract ==
 
== Contract ==
Line 31: Line 31:
 
== Summary ==
 
== 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.
 
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 [[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:
 
* 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]].{{RoyaltyIcon}}
 
 
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}}
 
Some diseases are a race between the increasing severity of the disease and the increasing immunity to it. This immunity gain is controlled by several factors:
 
* Base immunity gain speed for the particular disease.
 
* InfectionLuck, an uncontrollable generated value that adds randomness to the diseases progression.
 
* The [[Immunity Gain Speed]] stat of the patient
 
 
Immunity Gain Speed is affected by the following:
 
* [[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, 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 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}}
 
* Direct boosts: The [[Traits#Super-immune|Super-immune trait]], [[Immunoenhancer]]{{RoyaltyIcon}}, and [[gene]]s{{BiotechIcon}} can increase immunity speed.
 
 
Note that these only apply to diseases with immunity mechanics. 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 [[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 ==
 
== Diseases ==
Line 92: Line 39:
 
! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
|-
 
|-
| [[Infection]] || {{Check}} || Generic infection of individual wounds.  
+
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].  
 
*Fast moving and dangerous.  
 
*Fast moving and dangerous.  
 
** < 1.25 days to kill if untreated. <1.5 days for immunity.
 
** < 1.25 days to kill if untreated. <1.5 days for immunity.
*Mild symptoms until extreme, >0.87 severity. ({{++|5%}} to {{++|12%}} pain)  
+
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)  
 
|
 
|
 
* Severity: +0.84 / day
 
* Severity: +0.84 / day
Line 104: Line 51:
 
* Amputation of infected body part
 
* Amputation of infected body part
 
|-
 
|-
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common diseas.
+
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
 
*Non-elderly adults can survive without treatment, with just bedrest.
 
*Non-elderly adults can survive without treatment, with just bedrest.
 
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
 
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
 
|
 
|
* Severity: +0.84 / day
+
* Severity: +0.249 / day
* Immunity: +0.644 / day
+
* Immunity: +0.239 / day
* Treatment: -0.53 severity / day <br>(at 100% quality)
+
* Treatment: -0.077 severity / day <br>(at 100% quality)
 
|  
 
|  
 
* Bed rest and medicine
 
* Bed rest and medicine
Line 118: Line 65:
 
* Later stages cause [[pain]] and reduces [[consciousness]].
 
* Later stages cause [[pain]] and reduces [[consciousness]].
 
|  
 
|  
* Severity: +0.249 / day
+
* Severity: +0.370 / day
* Immunity: +0.238 / day
+
* Immunity: +0.314 / day
* Treatment: -0.077 severity / day<br>(at 100% quality)
+
* Treatment: -0.232 severity / day<br>(at 100% quality)
 
|  
 
|  
 
* Bed rest and medicine
 
* Bed rest and medicine
Line 149: Line 96:
 
*Exclusive to animals in [[manhunter pack]]s.  
 
*Exclusive to animals in [[manhunter pack]]s.  
 
*Humans and colony animals immune.
 
*Humans and colony animals immune.
*100% fatal within 5 days, without cure
 
 
||
 
||
* No progression
+
* Kills in 5 days, unless cured
 
|  
 
|  
 
* Surgery
 
* Surgery
Line 158: Line 104:
 
|-
 
|-
 
| [[Lung rot]] || {{Check}} ||  
 
| [[Lung rot]] || {{Check}} ||  
Occurs in contact with [[rot stink]]. Avoid rot stink to avoid.
+
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
 
* Resisted by sources of [[Toxic Environment Resistance]].
 
* Resisted by sources of [[Toxic Environment Resistance]].
 
* Easily treatable overall. Can drain medicine.
 
* Easily treatable overall. Can drain medicine.
Line 164: Line 110:
 
||
 
||
 
* Severity: +0.300 / day
 
* Severity: +0.300 / day
* Treatment: -0.700 severity / day <br>(at 100% quality)
+
* Treatment: -1.000 severity / day <br>(at 100% quality)
 
|
 
|
 
* Medicine
 
* Medicine
 +
Resolves from:
 +
*Min {{ticks/gametime|360000}}
 +
*Max {{ticks/gametime|480000}}
 
|-
 
|-
 
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
 
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
Line 175: Line 124:
 
|
 
|
 
* Medicine (48hr per tend)
 
* Medicine (48hr per tend)
* Stomach replacement
+
* Stomach replacement or removal
 
|-
 
|-
| [[Muscle parasites]] || {{cross}} || Painful, impairs working.
+
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
 
*Significant tiredness.
 
*Significant tiredness.
 
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
 
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
 +
*Also painful ({{++|20%}} pain).
 
||
 
||
 
* No progression
 
* No progression
Line 194: Line 144:
 
|  
 
|  
 
* Medicine
 
* Medicine
**Prevents severity increase only
+
**Prevents pain increase only
 
Resolves from:
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Min {{ticks/gametime|900000}}
Line 208: Line 158:
 
|  
 
|  
 
* Medicine
 
* Medicine
**Prevents severity increase only
+
**Prevents pain increase only
 
Resolves from:
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
*Max {{ticks/gametime/days|1800000}}
 +
|-
 +
| [[Organ decay]] || {{Check}} || No natural cure. Only targets specific organs.
 +
*Causes increasingly worse pain and weakened part efficiency of the afflicted organ, ultimately destroying it at 1 severity.
 +
*Only treatable by replacing the organ.
 +
*Only targets the heart, lungs and kidneys.
 +
*Can appear rarely as a disease event, or on [[Creepy joiner]]s.{{AnomalyIcon}}
 +
||
 +
* Severity: +0.0166 to 0.0334 / day
 +
|
 +
* Replacing the organ
 +
**Does not affect bionic or prosthetic organs
 +
Reaches max severity after:
 +
*Min {{ticks/gametime|1800000}}
 +
*Max {{ticks/gametime/days|2400000}}
 
|-
 
|-
 
| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || ''Extremely'' long lasting blood affliction.
 
| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || ''Extremely'' long lasting blood affliction.
 
*[[Quest]] only.
 
*[[Quest]] only.
*Easily treated, but a drain on medicine.
+
*Mild and easily treated, but can be a drain on medicine.
 
||
 
||
 
* Severity: +0.40 / day
 
* Severity: +0.40 / day
Line 228: Line 192:
 
* Max {{ticks/gametime/days|60000*40}}
 
* Max {{ticks/gametime/days|60000*40}}
 
|-
 
|-
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || ''Extremely'' long lasting. Complete immobility.
+
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || Complete immobility. ''Extremely'' long lasting.
 
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
 
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
 
||
 
||
Line 238: Line 202:
 
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**[[Skills#Medical |Medical Skill]] 5+
 
**[[Skills#Medical |Medical Skill]] 5+
Always resolves from:
+
Always resolves after:
 
* Min {{ticks/gametime/days|60000*30}}
 
* Min {{ticks/gametime/days|60000*30}}
 
* Max {{ticks/gametime/days|60000*40}}
 
* Max {{ticks/gametime/days|60000*40}}
Line 244: Line 208:
 
| [[Infant illness]]{{BiotechIcon}} || {{Check}} || Inflicted after a sick [[Reproduction#Birth|birth]] of a [[baby]].
 
| [[Infant illness]]{{BiotechIcon}} || {{Check}} || Inflicted after a sick [[Reproduction#Birth|birth]] of a [[baby]].
 
*4 different types of illness, from mild to grave. Switches every 1-3 days.
 
*4 different types of illness, from mild to grave. Switches every 1-3 days.
*Uniquely, reducing severity to 0 cures the disease.
+
*Uniquely, reducing severity to 0 cures the disease (no immunity required).
 
||
 
||
* Starts as Major severity (0.33 - 0.77)
+
* Starts as Major severity (0.40)
 
* Severity gain depends on the type
 
* Severity gain depends on the type
 
** From -0.25 to +0.5 severity / day
 
** From -0.25 to +0.5 severity / day
 +
* Immunity: +0.10 / day
 
* Treatment: -0.35 severity / day <br>(at 100% quality)
 
* Treatment: -0.35 severity / day <br>(at 100% quality)
 
|  
 
|  
* Medicine
+
* Medicine and bed rest
Resolves from:
 
* Min {{ticks/gametime/days|60000*8}}
 
* Max {{ticks/gametime/days|60000*10}}
 
 
|-
 
|-
 
|}
 
|}
 
</li><div>
 
</li><div>
  
 +
== Treatment ==
 +
Most diseases can be tended to, just like an [[injury]] or [[ailment]], by a [[Doctoring|Doctor]] pawn and when the afflicted pawn is assigned to [[Work|Patient]] themselves. 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 and the colonist will stop being a patient. This applies to most fatal diseases, including the [[flu]], [[infection]], and [[plague]].
 +
* The disease does not progress. Treatment must reach a ''total tend quality'' (300%) before the disease is cured. For example, 4 tends at 80% quality would equal 320% total tend quality. 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}}
 +
 +
Certain diseases have specialized cures. For example, [[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. In addition, a [[healer mech serum]] immediately cures any disease.
 +
 +
=== Immunity gain ===
 +
{{Main|Immunity Gain Speed}}
 +
Some diseases are a race between the increasing severity of the disease and the increasing immunity to it. This immunity gain is controlled by several factors:
 +
* Base immunity gain speed for the particular disease.
 +
* InfectionLuck, an uncontrollable generated value that adds randomness to the diseases progression. Each disease has a variance in Immunity gain speed of 20% up or down.
 +
* The [[Immunity Gain Speed]] stat of the patient
 +
 +
Immunity Gain Speed is affected by the following:
 +
* '''[[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, and a hospital bed with an attached [[vitals monitor]] increases it the most.
 +
* '''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]]{{BiotechIcon}} like [[Genes#Mild cell instability|cell instability]] can affect the pawns lifespan and, in turn, affect this progression.{{Check Tag|Verify|Verify and also confirm on Immunity Gain Speed page}}
 +
* '''[[Blood Filtration]]''': Mostly increased via [[luciferium]]. Reduced with [[kidney]] or [[liver]] damage, slightly improved with a [[detoxifier kidney]]{{BiotechIcon}}.
 +
* '''Direct boosts''': The [[Super-immune]] trait, [[Immunoenhancer]]{{RoyaltyIcon}}, and [[gene]]s{{BiotechIcon}} can increase immunity speed.
 +
 +
Note that these only apply to diseases with immunity mechanics. 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 [[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.}}
  
 
== Version history ==
 
== Version history ==
Line 264: Line 279:
 
* [[Version/0.9.722|0.9.722]] - Diseases can now cause vomiting.
 
* [[Version/0.9.722|0.9.722]] - Diseases can now cause vomiting.
  
[[Category:Health]]
+
[[Category:Health|#Disease]]
 +
{{Nav/disease}}

Latest revision as of 16:01, 18 October 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

Diseases are temporary and treatable ailments, that pass away after a certain amount of time or treatment.

Contract[edit]

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[edit]

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.

Diseases[edit]

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 severity (>0.87). (+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 disease.
    • Severity: +0.249 / day
    • Immunity: +0.239 / day
    • Treatment: -0.077 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Malaria Check.png Common in tropical biomes.
    • Severity: +0.370 / day
    • Immunity: +0.314 / day
    • Treatment: -0.232 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.
    • Kills in 5 days, unless cured
    Lung rot Check.png

    Occurs after enough exposure to rot stink. Avoid rot stink to avoid.

    • Severity: +0.300 / day
    • Treatment: -1.000 severity / day
      (at 100% quality)
    • Medicine

    Resolves from:

    • Min 360,000 ticks (6 in-game days)
    • Max 480,000 ticks (8 in-game days)
    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 or removal
    Muscle parasites Ex.png Heavily impairs work.
    • 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 pain 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 pain increase only

    Resolves from:

    • Min 900,000 ticks (15 in-game days)
    • Max 1,800,000 ticks (30 in-game days)
    Organ decay Check.png No natural cure. Only targets specific organs.
    • Causes increasingly worse pain and weakened part efficiency of the afflicted organ, ultimately destroying it at 1 severity.
    • Only treatable by replacing the organ.
    • Only targets the heart, lungs and kidneys.
    • Can appear rarely as a disease event, or on Creepy joiners.Content added by the Anomaly DLC
    • Severity: +0.0166 to 0.0334 / day
    • Replacing the organ
      • Does not affect bionic or prosthetic organs

    Reaches max severity after:

    • Min 1,800,000 ticks (2 quadrums)
    • Max 2,400,000 ticks (40 in-game days)
    Blood rotContent added by the Royalty DLC Check.png Extremely long lasting blood affliction.
    • Quest only.
    • Mild and easily treated, but can be 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 Complete immobility. Extremely long lasting.
    • No progression
    • 1% per day to instantly cure

    Always resolves after:

    • 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 (no immunity required).
    • Starts as Major severity (0.40)
    • Severity gain depends on the type
      • From -0.25 to +0.5 severity / day
    • Immunity: +0.10 / day
    • Treatment: -0.35 severity / day
      (at 100% quality)
    • Medicine and bed rest
  • Treatment[edit]

    Most diseases can be tended to, just like an injury or ailment, by a Doctor pawn and when the afflicted pawn is assigned to Patient themselves. 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 and the colonist will stop being a patient. This applies to most fatal diseases, including the flu, infection, and plague.
    • The disease does not progress. Treatment must reach a total tend quality (300%) before the disease is cured. For example, 4 tends at 80% quality would equal 320% total tend quality. 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

    Certain diseases have specialized cures. For example, 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, a healer mech serum immediately cures any disease.

    Immunity gain[edit]

    Some diseases are a race between the increasing severity of the disease and the increasing immunity to it. This immunity gain is controlled by several factors:

    • Base immunity gain speed for the particular disease.
    • InfectionLuck, an uncontrollable generated value that adds randomness to the diseases progression. Each disease has a variance in Immunity gain speed of 20% up or down.
    • The Immunity Gain Speed stat of the patient

    Immunity Gain Speed is affected by the following:

    Note that these only apply to diseases with immunity mechanics. For example, you don't need to give a pawn with gut worms bedrest.

    Disease frequency[edit]

    Disease frequency by AI storyteller[edit]

    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[edit]

    Version history[edit]

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