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Easier to contract in the jungle. | Easier to contract in the jungle. |
Revision as of 01:40, 14 September 2016
Note: This article is about treatable illnesses. For physical damage, see Injury. For other health conditions, see Ailments.
Colonists sometimes contract diseases. These can occur through random events that vary by biome and difficulty (except for infections, which have a random chance of developing from an injury).
Effects
Diseases cause infected colonists to suffer symptoms, which can vary from diseases to disease. Diseases progress through stages of intensity until either the colonist develops 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.
Treatment
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.
Treatment Quality is determined by a variety of factors, including the doctor's skill and the quality of medicine used.
Immunity: Colonists will gradually develop immunity to some diseases, such as infections or 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.
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 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 (eg. being untreated or gets worse).
- Treatment - some illnesses are treatable with medicine, but not all diseases are treatable.
Flu
Main article: flu
Plague
Main Article: PlagueThe Plague is a deadly disease that affects both humans and animals. It progresses at a fast rate, killing untreated creatures within days from discovery. It can be caught in any biome.
Overview
Plague is a disease that is rapidly fatal for humans. If left untreated, it kills in 1.5 days, but rest and good treatment can slow the disease to the point where it takes 3 days to kill. It takes around 2.121 days to develop immunity to the plague - assuming the affected colonist is rested in an ordinary bed for the whole time, has normal blood filtration, is well-fed, and under the age of 40. Animals are more resistant to the disease, but still need treatment.
A skilled doctor, medicine, and healthy Blood Filtration organs (kidneys and liver) are critical to survival. The bonus immunity gain speed could mean the difference between life and death.
Prevention
Penoxycyline prevents colonists from falling sick to the Plague, but does nothing to stop an infection already in progress.
Stages
Extreme (Initial) and Extreme (Advanced) both display as just "Extreme" ingame, but have different symptoms.
Minor
- +20% Pain
- −5% Consciousness
- −5% Manipulation
Major
- +35% Pain
- −20% Consciousness
- −20% Manipulation
Extreme (Initial)
- +60% Pain
- −30% Consciousness
- −30% Manipulation
Extreme (Advanced)
- +85% Pain
- −30% Consciousness
- −30% Manipulation
- −15% Breathing
- Death at 1 severity.
Progression
Stages
This disease is detected immediately. Severity goes up over time, and is slowed by treatment until immunity is reached.
- Minor - Severity: 0 - 0.59
- Major - Severity: 0.6 - 0.79
- Extreme (Initial) - Severity: 0.8 - 0.9
- Extreme (Advanced) - Severity 0.91 - 0.99
- Death - Severity 1
Humans
- When not immune, severity increases by 0.666 per day.
- When immune, severity decreases by 0.333 per day.
- Immunity increases by 0.5224 per day when sick.
- Treatment slows progression by a maximum of 0.3628 per day.
- This means the disease will progress by 0.3032 per day at 100% tend quality.
Animals
Animals can face the same disease, but their immunity increases faster, and treatment slows progression more.
- When not immune, severity increases by 0.666 per day.
- When immune, severity decreases by 0.333 per day.
- Immunity increases by 0.6092 per day when sick.
- Treatment slows progression by a maximum of 0.4254 per day.
- This means the disease will progress by 0.2406 per day at 100% treatment.
Treatment
Ensure the afflicted pawns get as much bed rest as possible by prioritizing 'Rest until Healed', and get them the best medical treatment available. For humans, treatment is administered once every 15 hours. For animals, treatment is administered every 48 hours (2 days).
On a constantly resting, well-fed pawn with 100% Immunity Gain Speed, you'll need at least 15% average treatment quality to slow the plague's progression down sufficiently so that it doesn't kill the victim.
Vulnerable
For those with a base immunity gain rate of 47% or less, it will be very difficult to survive plague. This includes people well past their Life Expectancy, and/or people with severe kidney and liver damage. Even with 100% treatment quality for all treatments and rest in a hospital bed with a vitals monitor connected, they will die without extra care. To save the colonist, you can do one or more of the following:
- Tend with glitterworld medicine
- Administer healer mech serum - instantly treats the disease
- Administer luciferium
- Perform an organ transplant for pawns with damage to their liver or kidneys.
- Install detoxifier kidneys. these improve immunity gain speed by 2.5% each. Prioritize installing detoxifier kidneys on already damaged kidneys.
- Install up to two immunoenhancers for 8% per enhancer installed. Note that these require a kidney to be present for them to be installed into, so a transplant might be required if they are missing. Damaged kidneys are sufficient however.
- Use the medic cycle of a Biosculpter pod.
- Use the preach health ability on the effected person
- Use the medical specialist's immunity drive
- Place the patient in a cryptosleep casket until you have one of the above.
Malaria
Easier to contract in the jungle.
General Symptoms:
- Impaired consciousness
- Impaired blood filtration
Advanced Symptoms:
- Impaired consciousness
- Loss of consciousness
Treatment:
- Treated with medicine
- Treatment duration: 30,000 ticks (8.33 mins)
Infection
Untreated wounds may get infected, causing a colonist to be mildly sick for a while. However, untreated infections can be fatal.
General Symptoms:
- Pain
Advanced Symptoms:
- Impaired consciousness
- Impaired breathing
- Unconsciousness
Treatment:
- Treated with medicine
- Treatment duration: 30,000 ticks (8.33 mins)
- Can also be treated by amputating the affected body part
Sleeping Sickness
A parasitic disease carried by insects in the jungle biome.
It's notable that sleeping sickness takes a very long time to recover from.
General Symptoms:
- Impaired consciousness
- Impaired manipulation
Advanced Symptoms:
- Loss of consciousness
Treatment:
- Treated with medicine
- Treatment duration: 80,000 ticks (22.22 mins)
Gut Worms
A parasitic disease which doubles that rate at which colonists become hungry.
Can be contracted in the following biomes: arid shrubland, desert, extreme desert, boreal forest, tundra, temperate forest, and tropical rainforest.
General Symptoms:
- Increaser hunger rate (200% of base)
- Increased vomit rate (to average once per day)
Advanced Symptoms:
- None
Treatment:
- Treated with medicine
- Treatment duration: 120,000 ticks (33.33 mins)
- Treatment count: 5
Muscle Parasites
A parasitic disease hampering the muscles.
General Symptoms:
- Impaired manipulation (-30%)
- Impaired movement speed (-30%)
Advanced Symptoms:
- None
Treatment:
- Treated with medicine
- Treatment duration: 120,000 ticks (33.33 mins)
- Treatment count: 5
Fibrous Mechanites
A Mechanoid disease which brings mild pain in early stages but boosts several attributes.
General Symptoms:
- Tiredness (*170%)
- Mild pain (+0.2)
- Improved manipulation (+50%)
- Improved movement speed (+50%)
- Improved blood pumping (+50%)
Advanced Symptoms:
- Intense pain (+0.6)
- No additional stat boosts over early stages
Treatment:
- Treated with or without medicine, though medicine speeds up recovery
- Treatment duration: 120,000 ticks (33.33 mins)
- Can disappear without treatment as early as 900,000 ticks (250 mins)
- Can last without treatment as long as 1,800,000 ticks (500 mins)
Sensory Mechanites
A Mechanoid disease which brings mild pain in early stages but boosts sensory perception.
General Symptoms:
- Mild pain (+0.2)
- Improved sight (+50%)
- Improved hearing (+50%)
- Improved talking (+50%)
- Improved manipulation (+30%)
Advanced Symptoms:
- Intense pain (+0.6)
- No additional stat boosts over early stages
Treatment:
- Treated with or without medicine, though medicine speeds up recovery
- Treatment duration: 120,000 ticks (33.33 mins)
- Can disappear without treatment as early as 900,000 ticks (250 mins)
- Can last without treatment as long as 1,800,000 ticks (500 mins)
Disease Frequency
Difficulty | Disease interval multiplier |
---|---|
Free Play | 3 |
Basebuilder | 1.5 |
Rough | 1.0 |
Challenge | 1.0 |
Extreme | 0.9 |