Difference between revisions of "Disease"
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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 medical symptoms. | |
− | + | ==Contact== | |
+ | Most diseases are contacted as part of an [[event]]. Your colony's [[biome]] determines how common diseases are, as well as how common each disease is. However, some diseases happen situationally, regardless of biome: | ||
+ | *[[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]]. | ||
− | + | Note that diseases are '''not contagious''' in RimWorld. Disease does not ever spread between colonists, though disease events often simulate "outbreaks: by inflicting multiple colonists at the same time. | |
− | |||
− | + | The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected. | |
− | |||
− | ''' | + | ==Summary== |
+ | Humans and animals can get diseases. Virtually every disease uses the ''severity'' mechanic. As a disease progresses, its symptoms progressively get worse. If a fatal disease's severity reaches 1.0 (100%), then [[death]] occurs. Most diseases go from minor -> major -> extreme. How fast a disease progresses depends on the disease itself. | ||
− | + | ===Treatment=== | |
+ | All diseases (except [[paralytic abasia]]) can be tended to, just like an [[injury]]. Treatment Quality is determined by a variety of factors, including the doctor's [[skills|skill]] and the quality of [[Doctoring|medicine]] used. Progression of the disease is slowed depending on how good the treatment was. How often a disease can be tended depends on the disease itself. | ||
− | '' | + | There are 3 types of diseases to tend to: |
+ | *The disease will progress over time, and treatment slows down progression. Immunity is gained over time, dependent on [[Immunity Gain Speed]]. Once immune, the disease will slowly fade. Applies to most fatal diseases, such as the [[flu]], [[infection]], and [[plague]]. | ||
+ | *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 replacing a limb, [[blood rot]] can be instantly cured with [[glitterworld medicine]], and [[gut worms]] can be treated by replacing the stomach. | ||
+ | |||
+ | ===Gaining immunity gain speed=== | ||
+ | [[Immunity Gain Speed]] affects a wide variety of diseases, and is affected by the following: | ||
+ | *[[Food]]: Pawns above 12.5% [[Saturation]] do not have any penalties to immunity. | ||
+ | *[[Rest]]: Actively resting gives a bonus to speed. Resting in any [[bedroll]] or [[bed]] increases the stat, a [[hospital bed]] increases it further. | ||
+ | *Age: As a pawn gets closer to and past their species' life expectancy, immunity speed decreases. Humans over 54 slowly lose immunity gain speed. | ||
+ | *[[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. | ||
+ | |||
+ | Only the first type of disease (in [[#Treatment]]) is affected by immunity. For example, you don't need to give a pawn with [[gut worms]] bedrest. | ||
==Diseases== | ==Diseases== | ||
− | + | '''Note:''' Base values of severity and immunity gain speed used in the table. | |
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<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| c_10 text-left}} | {| {{STDT| c_10 text-left}} | ||
|- | |- | ||
− | ! Disease!! | + | ! Disease!! Fatal? !! Description !! Severity !! Treatment |
|- | |- | ||
− | | [[Infection]] || {{Check}} || | + | | [[Infection]] || {{Check}} || Generic infection of individual wounds. |
− | * | + | *Fast moving and dangerous. |
− | + | ** < 1.25 days to kill if untreated. <1.5 days for immunity. | |
− | + | *Mild symptoms until extreme, >0.87 severity. ({{++|5%}} to {{++|12%}} pain) | |
− | * | ||
− | |||
| | | | ||
− | Severity | + | * Severity: +0.84 / day |
− | + | * Immunity: +0.644 / day | |
− | + | * Treatment: -0.53 severity / day <br>(at 100% quality) | |
− | * | ||
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− | |||
− | * | ||
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− | * Bed rest | + | * Bed rest and medicine |
− | * | + | * Amputation of infected body part |
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|- | |- | ||
− | | [[Flu]] || {{Check}} || '' | + | | [[Flu]] || {{Check}} || ''Relatively'' mild and common diseas. |
− | + | *Non-elderly adults can survive without treatment, with just bedrest. | |
− | + | *Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}). | |
− | |||
| | | | ||
− | * | + | * Severity: +0.84 / day |
− | * | + | * Immunity: +0.644 / day |
+ | * Treatment: -0.53 severity / day <br>(at 100% quality) | ||
| | | | ||
− | * | + | * Bed rest and medicine |
|- | |- | ||
− | | [[Malaria]] || {{Check}} || | + | | [[Malaria]] || {{Check}} || Common in tropical [[biomes]]. |
− | * [[ | + | * Attacks [[blood filtration]], slowing immunity speed. |
− | * [[ | + | * Later stages cause [[pain]] and reduces [[consciousness]]. |
− | |||
− | |||
| | | | ||
− | * | + | * Severity: +0.249 / day |
− | * | + | * Immunity: +0.238 / day |
− | * | + | * Treatment: -0.077 severity / day<br>(at 100% quality) |
| | | | ||
− | * | + | * Bed rest and medicine |
|- | |- | ||
− | | [[Plague]] || {{Check}} || | + | | [[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 |
|- | |- | ||
− | | [[Sleeping sickness]] || {{Check}} || slow-moving infection | + | | [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|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 <br>(at 100% quality) | ||
| | | | ||
− | * | + | * Bed rest and medicine |
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|- | |- | ||
− | | [[ | + | | [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s. |
− | + | *Exclusive to animals in [[manhunter pack]]s. | |
− | * [[ | + | *Humans and colony animals immune. |
− | * | + | *100% fatal within 5 days, without cure |
− | + | || | |
− | + | * No progression | |
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− | * | ||
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* Surgery | * Surgery | ||
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**[[Skills#Medical |Medical Skill]] 8+ | **[[Skills#Medical |Medical Skill]] 8+ | ||
|- | |- | ||
− | | [[Lung rot]] || {{Check}} || | + | | [[Lung rot]] || {{Check}} || |
− | * [[ | + | Occurs in contact with [[rot stink]]. Avoid rot stink to avoid. |
− | * [[ | + | * Resisted by sources of [[Toxic Environment Resistance]]. |
− | + | * Easily treatable overall. Can drain medicine. | |
− | | | + | * Impairs [[breathing]] slightly. Minimal symptoms overall. |
− | * | + | || |
− | * | + | * Severity: +0.300 / day |
− | + | * Treatment: -0.700 severity / day <br>(at 100% quality) | |
− | | | + | | |
* Medicine | * Medicine | ||
|- | |- | ||
− | | [[ | + | | [[Gut worms]] || {{cross}} || Doubles hunger rate. |
− | * | + | *Also painful ({{++|20%}} pain). |
− | * [[ | + | || |
− | + | * No progression | |
− | * [[ | + | * Cured at 300% total Tend Quality |
− | + | | | |
+ | * Medicine (48hr per tend) | ||
+ | * Stomach replacement | ||
+ | |- | ||
+ | | [[Muscle parasites]] || {{cross}} || Painful, impairs working. | ||
+ | *Significant tiredness. | ||
+ | *Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}). | ||
+ | || | ||
+ | * No progression | ||
+ | * Cured at 300% total Tend Quality | ||
| | | | ||
− | * Medicine | + | * Medicine (48hr per tend) |
|- | |- | ||
− | | [[ | + | | [[Fibrous mechanites]] || {{cross}} || Very long-lasting, but ''improves'' working. |
− | * | + | *Painful, significant tiredness. |
− | | | + | *Significantly increases ({{+|50%}}) [[manipulation]], [[movement speed|moving]] and [[blood pumping]]. |
− | + | || | |
− | + | * Severity: +0.25 / day | |
− | * | + | * Treatment: -1.00 severity / day |
+ | (at 100% quality) | ||
| | | | ||
* Medicine | * Medicine | ||
− | ** | + | **Prevents severity increase only |
− | + | Resolves from: | |
− | + | *Min {{ticks/gametime|900000}} | |
− | + | *Max {{ticks/gametime/days|1800000}} | |
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− | * | ||
− | * | ||
|- | |- | ||
− | | [[ | + | | [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats. |
− | + | *Painful, significant tiredness. | |
− | + | *Significantly increases ({{+|50%}}) [[sight]], [[hearing]], and [[talking]], significantly | |
− | + | *Increases ({{+|30%}}) [[manipulation]]. | |
− | * | + | || |
− | + | * Severity: +0.25 / day | |
+ | * Treatment: -1.00 severity / day <br>(at 100% quality) | ||
| | | | ||
* Medicine | * Medicine | ||
− | ** | + | **Prevents severity increase only |
− | ** | + | Resolves from: |
+ | *Min {{ticks/gametime|900000}} | ||
+ | *Max {{ticks/gametime/days|1800000}} | ||
|- | |- | ||
− | | [[ | + | | [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || ''Extremely'' long lasting blood affliction. |
− | * | + | *[[Quest]] only. |
− | * | + | *Easily treated, but a drain on medicine. |
− | + | || | |
+ | * Severity: +0.40 / day | ||
+ | * Treatment: -1.00 severity / day <br>(at 100% quality) | ||
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* Medicine | * 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}} || ''Extremely'' long lasting. Complete immobility. |
− | * | + | *[[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 from: | |
− | + | * 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. |
− | * | + | || |
− | * | + | * Starts as Major severity (0.33 - 0.77) |
+ | * Severity gain depends on the type | ||
+ | ** From -0.25 to +0.5 severity / day | ||
+ | * Treatment: -0.35 severity / day <br>(at 100% quality) | ||
| | | | ||
* Medicine | * Medicine | ||
− | + | Resolves from: | |
− | * | + | * Min {{ticks/gametime/days|60000*8}} |
− | + | * Max {{ticks/gametime/days|60000*10}} | |
|- | |- | ||
|} | |} | ||
</li><div> | </li><div> | ||
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==Disease frequency== | ==Disease frequency== | ||
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=== Disease frequency by [[Biomes|biomes]] === | === Disease frequency by [[Biomes|biomes]] === | ||
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{{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.}} | ||
Revision as of 10:15, 11 December 2022
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Diseases are medical ailments that cause pawns to suffer medical symptoms.
Contact
Most diseases are contacted as part of an event. Your colony's biome determines how common diseases are, as well as how common each disease is. However, some diseases happen situationally, regardless of biome:
- 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 and paralytic abasia are exclusively part of quests, while infant illness can only happen during birth.
Note that diseases are not contagious in RimWorld. Disease does not ever spread between colonists, though disease events often simulate "outbreaks: by inflicting multiple colonists at the same time.
The drug penoxycyline protects against Malaria, Plague, and Sleeping sickness. The disease event still happens, but colonists will not be affected.
Summary
Humans and animals can get diseases. Virtually every disease uses the severity mechanic. As a disease progresses, its symptoms progressively get worse. If a fatal disease's severity reaches 1.0 (100%), then death occurs. Most diseases go from minor -> major -> extreme. How fast a disease progresses depends on the disease itself.
Treatment
All diseases (except paralytic abasia) can be tended to, just like an injury. Treatment Quality is determined by a variety of factors, including the doctor's skill and the quality of medicine used. Progression of the disease is slowed depending on how good the treatment was. How often a disease can be tended depends on the disease itself.
There are 3 types of diseases to tend to:
- The disease will progress over time, and treatment slows down progression. Immunity is gained over time, dependent on Immunity Gain Speed. Once immune, the disease will slowly fade. Applies to most fatal diseases, such as the flu, infection, and plague.
- 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.
In addition, certain diseases have specialized cures. Infection in a non-vital part can be cured by amputating or replacing a limb, blood rot can be instantly cured with glitterworld medicine, and gut worms can be treated by replacing the stomach.
Gaining immunity gain speed
Immunity Gain Speed affects a wide variety of diseases, and is affected by the following:
- Food: Pawns above 12.5% Saturation do not have any penalties to immunity.
- Rest: Actively resting gives a bonus to speed. Resting in any bedroll or bed increases the stat, a hospital bed increases it further.
- Age: As a pawn gets closer to and past their species' life expectancy, immunity speed decreases. Humans over 54 slowly lose immunity gain speed.
- Blood Filtration: Mostly increased via luciferium and slightly increased by a detoxifier kidney
- Direct boosts: The Super-immune trait, Immunoenhancer, and genes can increase immunity speed.
Only the first type of disease (in #Treatment) is affected by immunity. For example, you don't need to give a pawn with gut worms bedrest.
Diseases
Note: Base values of severity and immunity gain speed used in the table.
Disease | Fatal? | Description | Severity | Treatment |
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Infection | Generic infection of individual wounds.
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Flu | Relatively mild and common diseas.
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Malaria | Common in tropical biomes.
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Plague | Fast moving and extremely painful.
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Sleeping sickness | Very slow-moving infection. Native only to rainforests and swamps.
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Scaria | Drives animals to become manhunters.
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Lung rot |
Occurs in contact with rot stink. Avoid rot stink to avoid.
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Gut worms | Doubles hunger rate.
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Muscle parasites | Painful, impairs working.
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Fibrous mechanites | Very long-lasting, but improves working.
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(at 100% quality) |
Resolves from: | |
Sensory mechanites | Very long-lasting, but improves many stats.
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Resolves from: | |
Blood rot | Extremely long lasting blood affliction.
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Resolves from: | |
Paralytic abasia | Extremely long lasting. Complete immobility.
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Always resolves from: | |
Infant illness | Inflicted after a sick birth of a baby.
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Resolves from: |
Disease frequency
Disease frequency 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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Use Biomes as references but playtest against the last version or just inspect source code and resource files.. |