Difference between revisions of "Immunity Gain Speed"

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(Cleaned up. Added some details. Questioned existence of InfectionLuck factor.)
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{{Rewrite|reason=Cleanup needed}}{{Stat
 
{{Rewrite|reason=Cleanup needed}}{{Stat
| default base value = 1.0
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| Default Base Value = 1.0
 
| to string style = PercentZero
 
| to string style = PercentZero
 
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will die from the disease before developing immunity.
 
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will die from the disease before developing immunity.
}}
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}} Base value is 100%.
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 +
In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck).{{Check Tag|Verification needed. Not true for plague. What about infections?}}
  
 
==Factors==
 
==Factors==
Immunity gain speed is determined by many factors.
+
Immunity gain speed is determined by many factors multiplicatively.
In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck).
 
  
 
===Capacities===
 
===Capacities===
 
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max.
 
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max.
 
* Reduced by [[Malaria]]
 
* Reduced by [[Malaria]]
* 100% unless reduced by damaged or missing [[Kidney]] (you have two, at 50% each)
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* 100% unless reduced by damaged or missing [[Kidney]] (pawn has two, at 50% each)
 
* 170% with [[Luciferium]]
 
* 170% with [[Luciferium]]
 +
 
===Saturation===
 
===Saturation===
 
[[Saturation|Hunger/Food]]:
 
[[Saturation|Hunger/Food]]:
 
* 100%: Fed or Hungry
 
* 100%: Fed or Hungry
* 90%: Urgently Hungry
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* 90%: Urgently Hungry (corresponds to Ravenously Hungry)
* 70%: Starving
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* 70%: Starving (corresponds to Malnourished)
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===Rest===
 
===Rest===
 
[[Rest]] need:
 
[[Rest]] need:
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* 80%: Exhausted
 
* 80%: Exhausted
  
Engaging in Bed Rest:
+
In Bed:
 
* 100%: When not resting in a bed or on a sleeping spot.
 
* 100%: When not resting in a bed or on a sleeping spot.
 
* 105%: When resting in an [[animal sleeping box]].
 
* 105%: When resting in an [[animal sleeping box]].
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* 111%: When resting in a [[hospital bed]].
 
* 111%: When resting in a [[hospital bed]].
 
* Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.
 
* Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.
* Attaching a [[Vitals monitor]] to a bed increases that value by 2%, so 113% when attached to a [[Hospital bed]], 109% for any other bed that's set to medical. A vitals monitor can be attached to up to 8 adjacent beds, but only one vitals monitor can be attached per bed. The effects of multiple vitals monitors do not stack.
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* Attaching a [[Vitals monitor]] to a bed increases that value by 2% additively, so 113% when attached to a [[Hospital bed]], 109% for any other bed that's set to medical. A vitals monitor can be attached to up to 8 adjacent beds, but only one vitals monitor can be attached per bed. The effects of multiple vitals monitors do not stack.
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 +
Resting:
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* 100%: Not resting
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* 110%: Resting
  
 
===Age===
 
===Age===
Generally, the effect of age follows a curve defined by 5 points.
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Generally, the multiplier for age follows a curve defined by 5 points.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|-
 
|-
 
|}
 
|}
Continues to decrease past age 100, but caps at 50% immunity gain speed at age 120.
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Past age 100, it continues to gradually decrease until it hits 50% at age 120 and stays at 50% thereafter.
  
 
===Misc===
 
===Misc===

Revision as of 00:08, 14 August 2022

Immunity Gain Speed is a stat: The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. Base value is 100%.

In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck).[Verification needed. Not true for plague. What about infections?]

Factors

Immunity gain speed is determined by many factors multiplicatively.

Capacities

Blood Filtration: 50% importance. No allowed defect. No Max.

  • Reduced by Malaria
  • 100% unless reduced by damaged or missing Kidney (pawn has two, at 50% each)
  • 170% with Luciferium

Saturation

Hunger/Food:

  • 100%: Fed or Hungry
  • 90%: Urgently Hungry (corresponds to Ravenously Hungry)
  • 70%: Starving (corresponds to Malnourished)

Rest

Rest need:

  • 100%: Rested
  • 96%: Tired
  • 92%: Very tired
  • 80%: Exhausted

In Bed:

  • 100%: When not resting in a bed or on a sleeping spot.
  • 105%: When resting in an animal sleeping box.
  • 107%: When resting in an animal bed, single bed, double bed or Royal bed.
  • 111%: When resting in a hospital bed.
  • Note that quality of the bed only influences the rest effectiveness, not the immunity gain speed.
  • Attaching a Vitals monitor to a bed increases that value by 2% additively, so 113% when attached to a Hospital bed, 109% for any other bed that's set to medical. A vitals monitor can be attached to up to 8 adjacent beds, but only one vitals monitor can be attached per bed. The effects of multiple vitals monitors do not stack.

Resting:

  • 100%: Not resting
  • 110%: Resting

Age

Generally, the multiplier for age follows a curve defined by 5 points.

Age Multiplier
0.65 * Life Expectancy 100%
0.80 * Life Expectancy 95%
1.00 * Life Expectancy 90%
1.20 * Life Expectancy 80%
1.50 * Life Expectancy 50%

As life expectancy is 80 for Humans, the following are approximate values for them.

Age Immunity Gain Speed
<54 100%
54 99%
56 98%
59 97%
61 96%
63 95%
66 94%
69 93%
72 92%
76 91%
79 90%
81 89%
83 88%
85 87%
86 86%
88 85%
89 84%
91 83%
93 82%
94 81%
96 80%
97 79%
98 78%
99 76%
100 75%

Past age 100, it continues to gradually decrease until it hits 50% at age 120 and stays at 50% thereafter.

Misc

Version history