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<includeonly>:''Main article: [[Disease]]''</includeonly>''Note: This article is about treatable illnesses.  For physical damage, see [[Injury]].  For other health conditions, see [[Ailments]].
+
<includeonly>:''Main article: [[Disease]]''</includeonly>{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
  
<onlyinclude>[[Colonist|Colonists]] sometimes contract diseases. These can occur through random [[events]] that vary by biome and difficulty (except for [[Disease#Infection|infections]], which have a random chance of developing from an [[injury]]).</onlyinclude>
+
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
  
==Treatment==
+
== Contract ==
At regular intervals, a resting colonist can be treated by a doctor. This slows the progression of symptoms, and for most diseases it is very important to treat the colonist as often as possible. You cannot give a new treatment until the last one has expired, and you can see the remaining time by hovering over the disease in the colonist's health tab.  The treatment interval varies for each disease.
+
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.
 +
*[[Lung rot]] occurs randomly when inhaling enough [[rot stink]].
 +
*[[Blood rot]]{{RoyaltyIcon}} and [[paralytic abasia]]{{RoyaltyIcon}} are exclusively part of [[quest]]s, while [[infant illness]]{{BiotechIcon}} can only happen during [[Reproduction#Birth|birth]].
  
'''Treatment Quality''' is determined by a variety of factors, including the doctor's skill and the quality of [[medicine]] used.
+
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.
  
'''Immunity:''' Colonists will gradually develop immunity to some diseases, such as [[Disease#infection|infections]] or [[Disease#plague|plague]].  When immunity reaches 100%, the symptoms will not immediately disappear, but the colonist is safe and no longer needs any treatment. If the disease symptoms progress past "extreme" before immunity reaches 100%, the colonist will die.  [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and blood filtration.
+
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
  
'''Blood Filtration''' is a major factor in getting better from diseases. Poor blood filtration may result in sicknesses developing more than they would usually. Older [[colonist]]s are more susceptible to sickness than younger ones. Colonists with only one kidney have their blood filtration reduced by 50%.
+
== 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.
  
==Diseases==
+
== Diseases ==
Most diseases have the following:
+
'''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.
*General Symptoms - initial symptoms that develop in the first few days of being sick.
+
<div><li style="display: inline-table;">
*Advanced Symptoms - symptoms that set in when the disease progresses for any reason (eg. being untreated or gets worse).
+
{| {{STDT| c_10 text-left}}
*Treatment - some illnesses are treatable with [[medicine]], but not all diseases are treatable.
+
|-
 
+
! Disease!! Fatal? !! Description !! Severity !! Treatment
===Flu===
+
|-
General Symptoms:
+
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].
* Impaired consciousness
+
*Fast moving and dangerous.
* Impaired manipulation
+
** < 1.25 days to kill if untreated. <1.5 days for immunity.
* Impaired breathing
+
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)
 
+
|
Advanced Symptoms:<ref name="untreated"/>
+
* Severity: +0.84 / day
* Loss of consciousness
+
* Immunity: +0.644 / day
 
+
* Treatment: -0.53 severity / day <br>(at 100% quality)
Treatment:
+
|
* Treated with medicine
+
* Bed rest and medicine
* Treatment duration: {{ticks|30000}}
+
* Amputation of infected body part
===Plague===
+
|-
General Symptoms:
+
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
* Impaired consciousness
+
*Non-elderly adults can survive without treatment, with just bedrest.
* Impaired manipulation
+
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
 
+
|
Advanced Symptoms:<ref name="untreated"/>
+
* Severity: +0.249 / day
* Impaired consciousness
+
* Immunity: +0.239 / day
* Impaired manipulation
+
* Treatment: -0.077 severity / day <br>(at 100% quality)
* Impaired breathing
+
|
* Loss of consciousness
+
* Bed rest and medicine
 
+
|-
Treatment:
+
| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
* Treated with medicine
+
* Attacks [[blood filtration]], slowing immunity speed.
* Treatment duration: {{ticks|30000}}
+
* Later stages cause [[pain]] and reduces [[consciousness]].
===Malaria===
+
|
Easier to contract in the jungle.
+
* Severity: +0.370 / day
 
+
* Immunity: +0.314 / day
General Symptoms:
+
* Treatment: -0.232 severity / day<br>(at 100% quality)
* Impaired consciousness
+
|
* Impaired blood filtration
+
* Bed rest and medicine
 
+
|-
Advanced Symptoms:<ref name="untreated"/>
+
| [[Plague]] || {{Check}} || Fast moving and ''extremely'' painful.
* Impaired consciousness
+
* ~1.5 days to kill if untreated.
* Loss of consciousness
+
*Constant [[pain]] ({{++|20%}} to {{++|85%}}).
 
+
*Also reduces [[consciousness]] and [[manipulation]] (up to {{--|30%}}).
Treatment:
+
||
* Treated with medicine
+
* Severity: +0.666 / day
* Treatment duration: {{ticks|30000}}
+
* Immunity: +0.522 / day
 
+
* Treatment: -0.362 severity / day <br>(at 100% quality)
===Infection===
+
|
Untreated wounds may get infected, causing a colonist to be mildly sick for a while. However, untreated infections can be fatal.
+
* Bed rest and medicine
 
+
|-
General Symptoms:
+
| [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|rainforests and swamps]].
* Pain
+
*Relatively easy to treat if rested.
 
+
* Threat is the amount of rest / medicine required.
Advanced Symptoms:<ref name="untreated">Conditions generally follow a pattern of "minor -> major -> extreme". The more severe the disease, the more dramatic the symptoms</ref>
+
*Mainly lowers [[consciousness]] & [[manipulation]] ({{--|2%}} to {{--|20%}}).
* Impaired consciousness
+
||
* Impaired breathing
+
* Severity: +0.12 / day
* Unconsciousness
+
* Immunity: +0.11 / day
 
+
* Treatment: -0.07 severity / day <br>(at 100% quality)
Treatment:
+
|
* Treated with medicine
+
*  Bed rest and medicine
* Treatment duration: {{ticks|30000}}
+
|-
* Can also be treated by amputating the affected body part
+
| [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s.
 
+
*Exclusive to animals in [[manhunter pack]]s.
===Sleeping Sickness===
+
*Humans and colony animals immune.
A parasitic disease carried by insects in the jungle biome.
+
||
 
+
* Kills in 5 days, unless cured
It's notable that sleeping sickness takes a very long time to recover from.
+
|
 
+
* Surgery
General Symptoms:
+
**{{icon small|medicine}} 3 [[medicine]]
* Impaired consciousness
+
**[[Skills#Medical |Medical Skill]] 8+
* Impaired manipulation
+
|-
 
+
| [[Lung rot]] || {{Check}} ||
Advanced Symptoms:<ref name="untreated"/>
+
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
* Loss of consciousness
+
* Resisted by sources of [[Toxic Environment Resistance]].
 
+
* Easily treatable overall. Can drain medicine.
Treatment:
+
* Impairs [[breathing]] slightly. Minimal symptoms overall.
* Treated with medicine
+
||
* Treatment duration: {{ticks|80000}}
+
* Severity: +0.300 / day
 
+
* Treatment: -1.000 severity / day <br>(at 100% quality)
===Gut Worms===
+
|
A parasitic disease which doubles that rate at which colonists become hungry.
+
* Medicine
 
+
Resolves from:
Can be contracted in the following biomes: arid shrubland, desert, extreme desert, boreal forest, tundra, temperate forest, and tropical rainforest.
+
*Min {{ticks/gametime|360000}}
 
+
*Max {{ticks/gametime|480000}}
General Symptoms:
+
|-
* Increaser hunger rate (200% of base)
+
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
* Increased vomit rate (to average once per day)
+
*Also painful ({{++|20%}} pain).
 
+
||
Advanced Symptoms:<ref name="untreated"/>
+
* No progression
* None
+
* Cured at 300% total Tend Quality
 
+
|
Treatment:
+
* Medicine (48hr per tend)
* Treated with medicine
+
* Stomach replacement or removal
* Treatment duration: {{ticks|120000}}
+
|-
* Treatment count: 5
+
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
 
+
*Significant tiredness.
===Muscle Parasites===
+
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
A parasitic disease hampering the muscles.
+
*Also painful ({{++|20%}} pain).
 
+
||
General Symptoms:
+
* No progression
* Impaired manipulation (-30%)
+
* Cured at 300% total Tend Quality
* Impaired movement speed (-30%)
+
|
 
+
* Medicine (48hr per tend)
Advanced Symptoms:<ref name="untreated"/>
+
|-
* None
+
| [[Fibrous mechanites]] || {{cross}} || Very long-lasting, but ''improves'' working.
 +
*Painful, significant tiredness.
 +
*Significantly increases [[manipulation]], [[movement speed|moving]] and [[blood pumping]] ({{+|50%}} to all).
 +
||
 +
* Severity: +0.25 / day
 +
* Treatment: -1.00 severity / day <br>(at 100% quality)
 +
|
 +
* Medicine
 +
**Prevents pain increase only
 +
Resolves from:
 +
*Min {{ticks/gametime|900000}}
 +
*Max {{ticks/gametime/days|1800000}}
 +
|-
 +
| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
 +
*Painful, significant tiredness.
 +
*Significantly increases [[sight]], [[hearing]], and [[talking]] ({{+|50%}} to all).
 +
*Increases [[manipulation]] ({{+|30%}}).
 +
||
 +
* Severity: +0.25 / day
 +
* Treatment: -1.00 severity / day <br>(at 100% quality)
 +
|
 +
* Medicine
 +
**Prevents pain increase only
 +
Resolves from:
 +
*Min {{ticks/gametime|900000}}
 +
*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.
 +
*[[Quest]] only.
 +
*Mild and easily treated, but can be a drain on medicine.
 +
||
 +
* Severity: +0.40 / day
 +
* Treatment: -1.00 severity / day <br>(at 100% quality)
 +
|
 +
* Medicine
 +
* Surgery for immediate cure
 +
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 +
**[[Skills#Medical |Medical Skill]] 5+
 +
Resolves from:
 +
* Min {{ticks/gametime/days|60000*30}}
 +
* Max {{ticks/gametime/days|60000*40}}
 +
|-
 +
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || Complete immobility. ''Extremely'' long lasting.
 +
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
 +
||
 +
* No progression
 +
* 1% per day to instantly cure
 +
|
 +
* Waiting
 +
* Surgery for immediate cure
 +
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 +
**[[Skills#Medical |Medical Skill]] 5+
 +
Always resolves after:
 +
* Min {{ticks/gametime/days|60000*30}}
 +
* Max {{ticks/gametime/days|60000*40}}
 +
|-
 +
| [[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.
 +
*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 <br>(at 100% quality)
 +
|
 +
* Medicine and bed rest
 +
|-
 +
|}
 +
</li><div>
  
Treatment:
+
== Treatment ==
* Treated with medicine
+
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.
* Treatment duration: {{ticks|120000}}
 
* Treatment count: 5
 
  
===Fibrous Mechanites===
+
There are 3 types of diseases to tend to:
A [[Mechanoid]] disease which brings mild pain in early stages but boosts several attributes.
+
* 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}}
  
General Symptoms:
+
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.
* Tiredness (*170%)
 
* Mild pain (+0.2)
 
* Improved manipulation (+50%)
 
* Improved movement speed (+50%)
 
* Improved blood pumping (+50%)
 
  
Advanced Symptoms:<ref name="untreated"/>
+
=== Immunity gain ===
* Intense pain (+0.6)
+
{{Main|Immunity Gain Speed}}
* No additional stat boosts over early stages
+
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
  
Treatment:
+
Immunity Gain Speed is affected by the following:
* Treated with or without medicine, though medicine speeds up recovery
+
* '''[[Food]]''': Pawns above 12.5% [[Saturation]] do not have any penalties to immunity.
* Treatment duration: {{ticks|120000}}
+
* '''[[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.
* Can disappear without treatment as early as {{ticks|900000}}
+
* '''Age''': As a pawn gets closer to and past their species' life expectancy, immunity gain speed decreases.
* Can last without treatment as long as {{ticks|1800000}}
+
** 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.
  
===Sensory Mechanites===
+
Note that these only apply to diseases with immunity mechanics. For example, you don't need to give a pawn with [[gut worms]] bedrest.
A [[Mechanoid]] disease which brings mild pain in early stages but boosts sensory perception.
 
  
General Symptoms:
+
== Disease frequency ==
* Mild pain (+0.2)
 
* Improved sight (+50%)
 
* Improved hearing (+50%)
 
* Improved talking (+50%)
 
* Improved manipulation (+30%)
 
  
Advanced Symptoms:<ref name="untreated"/>
+
=== Disease frequency by AI storyteller ===
* Intense pain (+0.6)
+
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.  
* No additional stat boosts over early stages
 
  
Treatment:
+
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
* Treated with or without medicine, though medicine speeds up recovery
 
* Treatment duration: {{ticks|120000}}
 
* Can disappear without treatment as early as {{ticks|900000}}
 
* Can last without treatment as long as {{ticks|1800000}}
 
  
==Disease Frequency==
 
 
{| {{STDT| c_08 text-center}}
 
{| {{STDT| c_08 text-center}}
|+ '''Disease frequency by difficulty'''
 
 
! Difficulty !! Disease interval multiplier
 
! Difficulty !! Disease interval multiplier
 
|-
 
|-
| Free Play || 3
+
| Peaceful || 3
 
|-
 
|-
| Basebuilder || 1.5
+
| Community builder || 2.5
 
|-
 
|-
| Rough || 1.0
+
| Adventure story || 1.3
 
|-
 
|-
| Challenge || 1.0
+
| Strive to survive || 1.0
 
|-
 
|-
| Extreme || 0.9
+
| 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.}}
  
<references/>
+
== Version history ==
 
+
* [[Version/0.7.581|0.7.581]] - Added with flu, plague, malaria, sleeping sickness.
 +
* [[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

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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.