Difference between revisions of "Disease"

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{{rewrite|reason=Finish table, and standardize all diseases onto a single table. Some missing information. Detail and clarity - see [[Ailments]] though that page not perfect or standardized}}
+
<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}}
 
  
<onlyinclude>[[Colonist]]s sometimes contract diseases. Diseases most often occur through random [[events]] that vary by [[Biomes|biome]] and [[AI_Storytellers#Difficulty|difficulty]]. [[Disease#Infection|Infections]] have a random chance of developing from an [[injury]] regardless of biome.</onlyinclude>
+
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
  
* Note:  Infectious diseases are acquired from the world environment, not other "sick" pawns. In RimWorld, no disease is "contagious"; that is, just because a colonist becomes infected with a disease, they are not "carriers" who may make others sick. There are some diseases that are known to strike groups of colonists at the same time (e.g. [[gut worms]]), mimicking an outbreak, but pawns can be safely exposed to another pawn that has flu or plague or any ailment without fear of "catching the disease" from that source.
+
== 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:
 +
*[[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]].
  
==Effects==
+
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.
Diseases cause infected colonists to suffer symptoms, which can vary from disease to disease. Diseases progress through stages of intensity until either the colonist develops immunity or the disease runs its course, usually leading to death. Diseases progression generally follows a pattern of minor -> major -> extreme. The more severe the disease, the more dramatic the symptoms. Diseases are not contagious and do not spread between pawns.
 
  
==Treatment==
+
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
At regular intervals, a [[rest]]ing colonist can be treated by a [[Skills#Medicine|doctor]]. This slows the progression of symptoms and for most diseases it is critical to treat the colonist as often as possible.  You cannot give a new treatment until 3 hours before the expiry of the previous one, 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.
 
  
'''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.
+
== 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.
'''Immunity:''' Colonists will gradually develop immunity to potentially fatal diseases, such as wound infections or [[Disease#plague|plague]]. When immunity reaches 100%, the symptoms will not immediately disappear, but will instead tick backwards towards zero with the colonist no longer needing any treatment. If the disease symptoms progress past 100% before immunity does, the colonist will [[Death|die]].  [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and [[blood filtration]].
 
 
 
'''Blood Filtration''' is a major factor in getting better from diseases. Poor blood filtration may result in sicknesses developing faster than they would usually. Older colonists are more susceptible to sickness than younger ones.  Colonists with only one [[kidney]] have their blood filtration reduced by 50%.
 
 
 
==Diseases==
 
Most diseases have the following:
 
*General Symptoms - initial symptoms that develop in the first few days of being sick.
 
*Advanced Symptoms - symptoms that set in when the disease progresses for any reason (e.g. being untreated or gets worse).
 
*Treatment - some illnesses are treatable with medicine, but not all diseases are treatable, especially [[ailments|chronic diseases]].
 
  
 +
== 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.
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| c_10 text-left}}
 
{| {{STDT| c_10 text-left}}
 
|-
 
|-
! Disease!! Fatality Potential !! Description !! Severity !! Symptoms !! Treatment  
+
! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
|-
 
|-
| [[Infection]] || {{Check}} || generic infection of individual wounds, fast moving and dangerous, mild symptoms unless extreme ||
+
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].
* Per Day Tended: -0.53
+
*Fast moving and dangerous.
* Per Day Immune: -0.70
+
** < 1.25 days to kill if untreated. <1.5 days for immunity.
* Per Day Not Immune: 0.84
+
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)
* Per Day Sick: 0.6441
 
* Per Day Not Sick: -0.40
 
 
|
 
|
Severity: <0.33
+
* Severity: +0.84 / day
* [[Pain]]: +5%
+
* Immunity: +0.644 / day
Severity: >0.33
+
* Treatment: -0.53 severity / day <br>(at 100% quality)
* [[Pain]]: +8%
 
Severity: >0.78
 
* [[Pain]]: +12%
 
* [[Consciousness]]: {{--|5%}}
 
Severity: >0.87
 
* [[Pain]]: +85%
 
* [[Consciousness]]: '''Max 10%'''
 
* [[Breathing]]: {{--|5%}}
 
 
|  
 
|  
* Bed rest
+
* Bed rest and medicine
* Medicine
+
* Amputation of infected body part
* In extreme cases, amputation of the infected body part
 
 
|-
 
|-
| [[Flu]] || {{Check}} ||  ''relatively'' mild, with vomiting, affects [[breathing]] and [[manipulation]] ||
+
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
* [[Consciousness]]: {{--|?%}}
+
*Non-elderly adults can survive without treatment, with just bedrest.
* [[Manipulation]]: {{--|?%}}
+
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
* [[Breathing]]: {{--|?%}}
 
 
|
 
|
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
+
* Severity: +0.249 / day
* [[Pain]]: ?%
+
* Immunity: +0.239 / day
 +
* Treatment: -0.077 severity / day <br>(at 100% quality)
 
|  
 
|  
* Medicine
+
* Bed rest and medicine
 
|-
 
|-
| [[Malaria]] || {{Check}} || painful, attacks [[blood filtration]] and [[consciousness]]; more common in jungle [[biomes]] ||
+
| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
* [[Consciousness]]: {{--|?%}}
+
* Attacks [[blood filtration]], slowing immunity speed.
* [[Manipulation]]: {{--|?%}}
+
* Later stages cause [[pain]] and reduces [[consciousness]].
* [[Blood Filtration]]: {{--|?%}}
 
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
 
 
|  
 
|  
* [[Consciousness]]: {{--|?%}}
+
* Severity: +0.370 / day
* [[Pain]]: ?%
+
* Immunity: +0.314 / day
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
+
* Treatment: -0.232 severity / day<br>(at 100% quality)
 
|  
 
|  
* Medicine
+
* Bed rest and medicine
 +
|-
 +
| [[Plague]] || {{Check}} || Fast moving and ''extremely'' painful.
 +
* ~1.5 days to kill if untreated.
 +
*Constant [[pain]] ({{++|20%}} to {{++|85%}}).
 +
*Also reduces [[consciousness]] and [[manipulation]] (up to {{--|30%}}).
 +
||
 +
* Severity: +0.666 / day
 +
* Immunity: +0.522 / day
 +
* Treatment: -0.362 severity / day <br>(at 100% quality)
 +
|
 +
* Bed rest and medicine
 
|-
 
|-
| [[Plague]] || {{Check}} || fast moving and ''extremely'' painful ||
+
| [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|rainforests and swamps]].
* [[Pain]]: ?%
+
*Relatively easy to treat if rested.
* [[Consciousness]]: {{--|?%}}
+
* Threat is the amount of rest / medicine required.
* [[Manipulation]]: {{--|?%}}
+
*Mainly lowers [[consciousness]] & [[manipulation]] ({{--|2%}} to {{--|20%}}).
 +
||
 +
* Severity: +0.12 / day
 +
* Immunity: +0.11 / day
 +
* Treatment: -0.07 severity / day <br>(at 100% quality)
 
|  
 
|  
* [[Pain]]: ?%
+
* Bed rest and medicine
* [[Consciousness]]: {{--|?%}}
 
* [[Breathing]]: {{--|?%}}
 
|
 
* Medicine
 
 
|-
 
|-
| [[Sleeping sickness]] || {{Check}} || slow-moving infection that mainly affects [[consciousness]]; native only to [[biome|rainforests and swamps]] ||
+
| [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s.
* [[Pain]]: 2%
+
*Exclusive to animals in [[manhunter pack]]s.
* [[Consciousness]]: {{--|2%}}
+
*Humans and colony animals immune.
* [[Manipulation]]: {{--|2%}}
+
||
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
+
* Kills in 5 days, unless cured
 
|  
 
|  
* [[Consciousness]]: {{--|?%}}
+
* Surgery
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
+
**{{icon small|medicine}} 3 [[medicine]]
* [[Pain]]: ?%
+
**[[Skills#Medical |Medical Skill]] 8+
|
 
* Medicine
 
 
|-
 
|-
| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || blood affliction, easily treated but ''very'' long lasting without [[glitterworld medicine]] ||
+
| [[Lung rot]] || {{Check}} ||  
* [[Blood Filtration]]: {{--|?%}}
+
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
* [[Blood Pumping]]: {{--|?%}}
+
* Resisted by sources of [[Toxic Environment Resistance]].
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
+
* Easily treatable overall. Can drain medicine.
|  
+
* Impairs [[breathing]] slightly. Minimal symptoms overall.
* [[Blood Filtration]]: {{--|?%}}
+
||
* [[Blood Pumping]]: {{--|?%}}
+
* Severity: +0.300 / day
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
+
* Treatment: -1.000 severity / day <br>(at 100% quality)
|  
+
|
 
* Medicine
 
* Medicine
* Surgery; {{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]; [[Skills#Medical |Medical Skill]] 5+
+
Resolves from:
 +
*Min {{ticks/gametime|360000}}
 +
*Max {{ticks/gametime|480000}}
 
|-
 
|-
| [[Scaria]] || {{Check}} || only affects [[animal]]s, drives them to become [[manhunter]]s, 100% fatal within 5 days if not operated on successfully||
+
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
* Initial: 0.001
+
*Also painful ({{++|20%}} pain).
 +
||  
 +
* No progression
 +
* Cured at 300% total Tend Quality
 
|
 
|
* Berserk ([[Human]]s): MtB 1 Day
+
* Medicine (48hr per tend)
* Manhunting (Other [[Animals]]): MtB 1 Day
+
* Stomach replacement or removal
 +
|-
 +
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
 +
*Significant tiredness.
 +
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
 +
*Also painful ({{++|20%}} pain).
 +
||
 +
* No progression
 +
* Cured at 300% total Tend Quality
 
|  
 
|  
* Surgery
+
* Medicine (48hr per tend)
**{{icon small|medicine}} 3 [[medicine]]
 
**[[Skills#Medical |Medical Skill]] 8+
 
 
|-
 
|-
| [[Gut worms]] || {{cross}} || non-fatal but painful ailment which doubles hunger rate ||
+
| [[Fibrous mechanites]] || {{cross}} || Very long-lasting, but ''improves'' working.
* Initial: 0.001
+
*Painful, significant tiredness.
|
+
*Significantly increases [[manipulation]], [[movement speed|moving]] and [[blood pumping]] ({{+|50%}} to all).
* [[Pain]]: +20%
+
||
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} 1 [[time|day]]
+
* Severity: +0.25 / day
* Hunger Rate: +100%
+
* Treatment: -1.00 severity / day <br>(at 100% quality)
 
|  
 
|  
 
* Medicine
 
* Medicine
**48hr Tend
+
**Prevents pain increase only
**Cured at 300% Tend Quality.
+
Resolves from:
* Stomach replacement
+
*Min {{ticks/gametime|900000}}
**[[Bionic stomach]]
+
*Max {{ticks/gametime/days|1800000}}
**[[Reprocessor stomach]] {{RoyaltyIcon}}
 
**[[Nuclear stomach]] {{RoyaltyIcon}}
 
**[[Sterilizing stomach]] {{RoyaltyIcon}}
 
 
|-
 
|-
| [[Muscle parasites]] || {{cross}} || non-fatal, impaired [[manipulation]] and [[movement speed]], significant tiredness ||
+
| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
* Initial: 0.001
+
*Painful, significant tiredness.
|
+
*Significantly increases [[sight]], [[hearing]], and [[talking]] ({{+|50%}} to all).
* [[Pain]]: +20%
+
*Increases [[manipulation]] ({{+|30%}}).
* [[Manipulation]]: {{--|30%}}
+
||
* [[Moving]]: {{--|30%}}
+
* Severity: +0.25 / day
 +
* Treatment: -1.00 severity / day <br>(at 100% quality)
 
|  
 
|  
 
* Medicine
 
* Medicine
**48hr Tend
+
**Prevents pain increase only
**Cured at 300% Tend Quality.
+
Resolves from:
 +
*Min {{ticks/gametime|900000}}
 +
*Max {{ticks/gametime/days|1800000}}
 
|-
 
|-
| [[Fibrous mechanites]] || {{cross}} || non-fatal, ''very'' long-lasting, potentially ''very'' painful, significant Tiredness but ''improves'' [[manipulation]], [[movement speed|moving]] and [[blood pumping]]||
+
| [[Organ decay]] || {{Check}} || No natural cure. Only targets specific organs.
* Initial: 0.001
+
*Causes increasingly worse pain and weakened part efficiency of the afflicted organ, ultimately destroying it at 1 severity.
* Per Day Tended: -1.0
+
*Only treatable by replacing the organ.
* Per Day Not Immune: +0.25
+
*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)
 
|
 
|
* [[Pain]]: +20%
 
* Rest Fall Factor: +70%
 
* [[Manipulation]]: {{+|50%}}
 
* [[Moving]]: {{+|50%}}
 
* [[Blood Pumping]]: {{+|50%}}
 
Severity: >=0.5
 
* [[Pain]]: +60%
 
* Rest Fall Factor: +100%
 
* [[Manipulation]]: {{+|50%}}
 
* [[Moving]]: {{+|50%}}
 
* [[Blood Pumping]]: {{+|50%}}
 
|
 
 
* Medicine
 
* Medicine
**48hr Tend
+
* Surgery for immediate cure
**Prevents severity increase only
+
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
*Disappears after {{ticks|900000}} and {{ticks|1800000}}
+
**[[Skills#Medical |Medical Skill]] 5+
 +
Resolves from:
 +
* Min {{ticks/gametime/days|60000*30}}
 +
* Max {{ticks/gametime/days|60000*40}}
 
|-
 
|-
| [[Sensory mechanites]] || {{cross}} || non-fatal, ''very'' long-lasting, potentially ''very'' painful, significant Tiredness but ''improves'' [[sight]], [[hearing]], and [[talking]], with some improved [[manipulation]] ||
+
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || Complete immobility. ''Extremely'' long lasting.
* Initial: 0.001
+
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
* Per Day Tended: -1.0
+
||
* Per Day Not Immune: +0.25
+
* No progression
 +
* 1% per day to instantly cure
 
|
 
|
* [[Pain]]: +20%
+
* Waiting
* Rest Fall Factor: +70%
+
* Surgery for immediate cure
* [[Manipulation]]: {{+|30%}}
+
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
* [[Sight]]: {{+|50%}}
+
**[[Skills#Medical |Medical Skill]] 5+
* [[Hearing]]: {{+|50%}}
+
Always resolves after:
* [[Talking]]: {{+|50%}}
+
* Min {{ticks/gametime/days|60000*30}}
Severity: >=0.5
+
* Max {{ticks/gametime/days|60000*40}}
* [[Pain]]: +60%
+
|-
* Rest Fall Factor: +100%
+
| [[Infant illness]]{{BiotechIcon}} || {{Check}} || Inflicted after a sick [[Reproduction#Birth|birth]] of a [[baby]].
* [[Manipulation]]: {{+|30%}}
+
*4 different types of illness, from mild to grave. Switches every 1-3 days.
* [[Sight]]: {{+|50%}}
+
*Uniquely, reducing severity to 0 cures the disease (no immunity required).
* [[Hearing]]: {{+|50%}}
+
||
* [[Talking]]: {{+|50%}}
+
* 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
+
* Medicine and bed rest
**48hr Tend
 
**Prevents severity increase only
 
*Disappears after {{ticks|900000}} and {{ticks|1800000}}
 
 
|-
 
|-
 
|}
 
|}
 
</li><div>
 
</li><div>
  
==Fatal diseases==
+
== Treatment ==
<!-- This is not strictly "alphabetical"; Infection is first, as it is the most common and not technically a "disease" per se; Scaria is last, as it only affects animals.-->
+
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.
 
 
Though not all are technically "diseases", the ailments below all have the potential to kill if not treated adequately.
 
  
===Infection===
+
There are 3 types of diseases to tend to:
{{Main|Infection}}
+
* 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}}
  
Not to be confused with "infectious diseases", in RimWorld an "infection" is a specific ailment which can occur in open wounds, frostbite, and burns which have either been left untreated or were treated in unsanitary environments. Progresses and kills rapidly if poorly treated.
+
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.
  
General Symptoms:
+
=== Immunity gain ===
*Mild pain
+
{{Main|Immunity Gain Speed}}
*Reduced Consciousness
+
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
  
Advanced Symptoms:
+
Immunity Gain Speed is affected by the following:
*Loss of Consciousness
+
* '''[[Food]]''': Pawns above 12.5% [[Saturation]] do not have any penalties to immunity.
*Excruciating Pain
+
* '''[[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.
*Breathing difficulties
+
* '''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.
  
Treatment:
+
Note that these only apply to diseases with immunity mechanics. For example, you don't need to give a pawn with [[gut worms]] bedrest.
*Medicine
 
*Amputating the affected part
 
  
 +
== Disease frequency ==
  
===Blood rot===
+
=== Disease frequency by AI storyteller ===
{{Main|Blood rot}}
+
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
  
A bacterial disease that has little effect on host at first, but kills quickly if left untreated. Reduces blood filtration.
+
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
  
General Symptoms:
 
*Reduced Blood Filtration
 
*Reduced Blood Pumping
 
*Occasional Vomiting
 
 
Advanced Symptoms:
 
*Greatly Reduced Blood Filtration
 
*Greatly Reduced Blood Pumping
 
*Frequent Vomiting
 
 
Treatment:
 
*Medicine
 
*Surgery; requiring 10 glitterworld medicine and a doctor of medical skill 5 or above
 
 
 
===Flu===
 
{{Main|Flu}}
 
 
Trivial disease that can be caught anywhere. Generally not fatal to healthy colonists.
 
 
General Symptoms:
 
*Reduced Consciousness
 
*Impaired Manipulation
 
*Hindered Breathing
 
 
Advanced Symptoms:
 
*Vomiting
 
*Mild Pain
 
 
Treatment:
 
*Medicine
 
 
 
===Malaria===
 
{{Main|Malaria}}
 
 
Disease that can be especially caught in jungles. Reduces blood filtration.
 
 
General Symptoms:
 
*Reduced Blood Filtration
 
*Slightly reduced Consciousness
 
*Slightly hindered Manipulation
 
*Vomiting
 
 
Advanced Symptoms:
 
*Loss of Consciousness
 
*Moderate Pain
 
*Frequent Vomiting
 
 
Treatment:
 
*Medicine
 
 
 
===Plague===
 
{{Main|Plague}}
 
 
Somewhat deadly disease that can be caught anywhere.
 
 
General Symptoms:
 
*Moderate Pain
 
*Somewhat Reduced Consciousness
 
*Somewhat Reduced Manipulation
 
 
Advanced Symptoms:
 
*Excruciating Pain
 
*Loss of Consciousness
 
*Difficulty in Breathing
 
 
Treatment:
 
*Medicine
 
 
 
===Sleeping sickness===
 
{{Main|Sleeping sickness}}
 
 
Slow-progressing disease exclusive to the jungles of the RimWorlds.
 
 
General Symptoms:
 
*Trivial Pain
 
*Moderately reduced Consciousness
 
*Slightly reduced Manipulation
 
*Occasional Vomiting
 
 
Advanced Symptoms:
 
*Loss of Consciousness
 
*Frequent Vomiting
 
*Moderate Pain
 
 
Treatment:
 
*Medicine
 
 
 
===Scaria===
 
{{Main|Scaria}}
 
 
Found in animals only, this disease presents with similar symptoms to [[luciferium]] withdrawal, driving the victim mad, and lethal in 5 days from contraction.
 
 
If a creature expires from this disease, their corpse has a high chance to be rotten and not able to be butchered.
 
 
General Symptoms:
 
*Manhunting in animals (''mtB 1 day'')
 
*Berserk in humanoids (''mtB 1 day'')
 
 
Treatment:
 
*Surgery; requiring 3 medicine and a doctor of medical skill 8 or above
 
 
==Non-fatal==
 
These diseases cannot kill the colonist but can hamper effectiveness.
 
 
===Gut worms===
 
{{:Gut worms}}
 
 
 
===Muscle parasites===
 
{{:Muscle parasites}}
 
 
 
===Fibrous mechanites===
 
{{:Fibrous mechanites}}
 
 
 
===Sensory mechanites===
 
{{:Sensory mechanites}}
 
 
===Paralytic abasia===
 
{{Main|Paralytic abasia}}
 
 
==Disease frequency==
 
 
=== Disease frequency by [[AI_Storytellers#Difficulty|difficulty]] ===
 
 
{| {{STDT| c_08 text-center}}
 
{| {{STDT| c_08 text-center}}
! [[AI_Storytellers#Difficulty|Difficulty]] !! Disease interval multiplier
+
! Difficulty !! Disease interval multiplier
 
|-
 
|-
 
| Peaceful || 3
 
| Peaceful || 3
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|}
 
|}
  
=== Disease frequency by [[Biomes|biomes]] ===
+
=== 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.}}
 
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
  
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* [[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
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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.