Difference between revisions of "Ailments"

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Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.
 
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.
  
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum].
+
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].
  
 
==Chronic==
 
==Chronic==

Revision as of 14:06, 31 March 2019

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

This article is about chronic health conditions that cannot be treated completely using medicine alone. For physical damage, see Injury. For treatable conditions, see Disease.

'mtb' stands for 'Mean Time Between', and is how it's presented in the game files.

Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.

Most permanent ailments are curable with body part replacements or usage of the healer mech serum.

Chronic

Ailments that come with age. EIther non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.

Alzheimer's

Progressive brain degeneration.

Progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity.

  • Minor - begins as soon as it appears
    • Symptoms:
      • Impaired functioning (-5% part efficiency)
      • Confused wandering (mtb of 12 days)
      • Forget memory thought (mtb of 7 days)
  • Minor - begins at 20% severity
    • Symptoms:
      • Impaired functioning (-10% part efficiency)
      • Confused wandering (mtb of 9 days)
      • Forget memory thought (mtb of 4 days)
      • 0.15% of conditional thoughts nullified
  • Major - begins at 50% severity
    • Symptoms:
      • Impaired functioning (-15% part efficiency)
      • Confused wandering (mtb of 7 days)
      • Forget memory thought (mtb of 2 days)
      • 0.5% of conditional thoughts nullified
  • Major - begins at 80% severity
    • Symptoms:
      • Reduced functioning (-20% part efficiency)
      • Confused wandering (mtb of 4 days)
      • Forget memory thoughts (mtb of 0.8 days)
      • 1% of conditional thoughts nullified

Asthma

A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.

When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).

Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.

Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).

  • Minor - begins as soon as it's contracted
    • Symptoms:
      • Impaired part efficiency (-10%)
  • Major begins at 30% severity
    • Symptoms:
      • Reduced part efficiency (-30%)
  • Major begins at 45% severity
    • Symptoms:
      • Severely reduced part efficiency (-50%)

Treatment:

  • Treated every 420,000 ticks (116.67 mins), giving treatment to both lungs
  • Replacement with non-diseased part

Bad Back

The older a colonist is, the more likely they're going to hurt their back or develop back pain one day.

General Symptoms:

  • Impaired movement (-30%)
  • Impaired manipulation (-10%)

Treatment:

Cataracts

Cataracts are the clouding of the lens on your eyes which may occur spontaneously with age similarly to bad back.

General Symptoms:

  • Impaired sight (-50% part efficiency per eye; resulting in 50% sight if both eyes are afflicted)

Treatment:

Carcinoma

A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective.

A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.

A cancer has 3 stages; growing, stable and remission.

  • When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.
  • When stable, it neither grows nor regresses on its own.
  • When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.

Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.

  • Minor - less than 15% severity
    • Symptoms:
      • Little pain (+10%)
      • Reduced part efficiency (-10%)
  • Minor - starts at 15% severity
    • Symptoms:
      • Moderate pain (+20%)
      • Reduced part efficiency (-25%)
  • Major - starts at 40% severity
    • Symptoms:
      • Moderate pain (+35%)
      • Significantly reduced part efficiency (-50%)
  • Major - starts at 60% severity
    • Symptoms:
      • Acute pain (+50%)
      • Minimal part efficiency (-80%)
  • Extreme - starts at 80% severity
    • Symptoms:
      • Acute pain (+60%)
      • Minimal part efficiency (-90%)
  • Extreme - 100% severity
    • Symptoms:
      • Acute pain (+70%)
      • Destruction of affected part

Treatment:

  • Treated every 240,000 ticks (66.67 mins)
  • Surgical removal; this needs 6 medicine (regular or above) and a doctor of Medicine skill 10 or above, and has only 70% base chance to succeed

Dementia

Dementia is simply the functionality of the brain declining, and affects all cognitive functions.

General Symptoms:

  • Impaired brain functioning (-15% part efficiency)
  • Impaired speech (-25%)
    • Net loss of 40% including brain function loss
  • Impaired hearing (-25%)
    • Net loss of 40% including brain function loss
  • Confused wandering (mtb of 5 days)

Frail

As a pawn gets old, their physical form will deteriorate and will therefore not be as strong as they used to be. Can stack with a bad back.

General Symptoms:

  • Impaired movement (-30%)
  • Impaired manipulation (-30%)

Heart Artery Blockage

As one ages, plaque will build up in their heart's arteries, such as the coronary artery and the aorta (the main artery). Artery blockages in humanlikes can be 'cured' via a heart transplant, but there is currently no way to cure artery blockages in animals.

Artery blockages progress by a base of 0.0007 per day, and is multiplied by a random factor between 0.5 - 3.
This means that artery blockages can take anywhere from 7.937 to 47.619 in-game years from contraction to become fatal on its own, depending on how generous (or evil) RNG is feeling.

Besides killing directly, it can also start heart attacks which are usually fatal if not treated.

  • Minor - starts upon contraction
    • Symptoms:
      • Impaired functioning (-5%)
      • Heart attacks (mtb of 600 days)
  • Minor - starts at 20% severity
    • Symptoms:
      • Impaired functioning (-10%)
      • Heart attacks (mtb of 500 days)
  • Major - starts at 40% severity
    • Symptoms:
      • Impaired functioning (-15%)
      • Heart attacks (mtb of 300 days)
  • Major - starts at 60% severity
    • Symptoms:
      • Impaired functioning (-35%)
      • Heart attacks (mtb of 200 days)
  • Extreme - starts at 90% severity
    • Symptoms:
      • Impaired functioning (-60%)
      • Heart attacks (mtb of 120 days)
  • Extreme - at 100% severity
    • Symptoms:
      • Death

Hearing Loss

The ability to hear is hindered due to damage of delicate hair cells in the inner ear, but occurs naturally with age. Can't be 'treated' unlike cataracts.

General Symptoms:

  • Impaired functioning (-50% part efficiency)
    • Results in 50% hearing if both ears are afflicted

Drug damage

These ailments are caused by excess drug use.

Cirrhosis

Excessive alcohol consumption takes its toll on the liver, as liver cells are killed and replaced by scar tissue.

Chemical damage (moderate):

  • Impaired liver functioning (-60%)
  • Increased pain (15%)
  • Reduced moving (-10%)

Chemical damage

Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.

Chemical damage (moderate):

  • Impaired functioning (-50%)
  • Applied to the brain

Chemical damage (severe):

  • Impaired functioning (-80%)
  • Applied to the kidneys
  • Treatment:
    • Replacing the affected part

General

These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).

Cryptosleep sickness

Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists at the start of the game of the default scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.

General Symptoms:

  • Frequent Vomiting (mtb of 0.125 days)
  • Impaired consciousness (x80%)
  • Impaired movement (x90%)
  • Impaired manipulation (x90%)

Treatment:

  • Wears off after 10,000 ticks (2.78 mins)

Food poisoning

Occurs after having eaten a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the cook's skill and the cleanliness of the room where it was prepared

Raw food has a flat chance of 2% of causing food poisoning.

  • Initial - initial stage.
    • Symptoms:
      • Vomiting (mtb of 0.3 days)
      • Some pain (+20%)
      • Impaired consciousness (x60%)
      • Impaired movement (x80%)
      • Impaired manipulation (x90%)
      • Reduced blood filtration (x95%)
      • Greatly slowed eating (x50%)
  • Major - begins at 20% progression.
    • Symptoms:
      • Vomiting (mtb of 0.2 days)
      • Great pain (+40%)
      • Impaired consciousness (x50%)
      • Impaired movement (x50%)
      • Impaired manipulation (x80%)
      • Reduced blood filtration (x85%)
      • Impaired talking (x80%)
      • Greatly slowed eating (x30%)
  • Recovering - begins at 80% progression.
    • Symptoms:
      • Vomiting (mtb of 0.4 days)
      • Some pain (+20%)
      • Impaired consciousness (x60%)
      • Impaired movement (x80%)
      • Impaired manipulation (x90%)
      • Reduced blood filtration (x95%)
      • Greatly slowed eating (x50%)


Prior to Beta 19/1.0 there was only 1 shorter stage ad the only effect was consciousness reduction.

Toxic buildup

Occurs with exposure to toxic fallout. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent dementia which does not wear off even after toxic buildup subsides.

Once in a safe area, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach such a stage are highly likely to develop further complications.

  • Initial - begins at 4% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 5%)
  • Minor - begins at 20% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 10%)
  • Moderate - begins at 40% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 15%)
      • Vomiting (mtb of 5 days)
      • Dementia (permanent, mtb of 146 days to develop)
      • Carcinoma (mtb of 438 days to develop)
  • Serious - begins at 60% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 25%)
      • Vomiting (mtb of 1 day)
      • Dementia (permanent, mtb of 37 days)
      • Carcinoma (mtb of 111 days)
  • Extreme - begins at 80% severity.
    At this stage the victim will fall unconscious and need rescue.
    • Symptoms:
      • Unconsciousness (max 10%)
      • Vomiting (mtb of 0.5 days)
      • Dementia (permanent, mtb of 13 days)
      • Carcinoma (mtb of 39 days)
  • Death - occurs at 100% severity.

Surgical

These ailments happen with medical operations.

Anesthetic

Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 15,000 ticks (4.17 mins)
    • Surgery is unaffected even if it wears off before finished

Shut down

This happens to mechanical beings, similar to euthanasia.

Notes:

  • Total loss of consciousness
  • Doesn't heal/get better

Resurrection

These may occur after a dose of resurrector mech serum is applied on a dead pawn.

Resurrection sickness

After the harrowing experience of being dead and brought back, the pawn feels weakened and needs time to recover from the ordeal.

Symptoms:

  • Loss of mobility (max 10%)
  • Loss of manipulation (max 10%)

Treatment:

  • Wears off anywhere from 90,000 ticks (25 mins) to 150,000 ticks (41.67 mins)

Probability:

  • 100% chance of being applied

Blindness

Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.

Symptoms:

  • Complete loss of function (-100%)
    • Applied to both eyes, resulting in total blindness

Treatment:

  • Part replacement

Probability:

  • 4% chance base
  • Additional 12% chance per day dead

Resurrection psychosis

For reasons unknown, the colonist loses his sanity upon being revived. He may experience mental breaks of increasing severity as the psychosis progresses, before finally succumbing to the illness and dying. The progression is slow, however, and the pawn will remain relatively useful for the duration. Hopefully this will provide you enough time to find a healer mech serum, or perhaps another resurrection serum that will hopefully not result in psychosis.

  • Early (hidden) - psychosis begins at this stage.
    • No visible symptoms
  • Early - begins at 10% severity.
    • Symptoms:
      • Mental breaks on average every 9 days
  • Moderate - begins at 25% severity.
    • Symptoms:
      • Consciousness -10%
      • Mental breaks on average every 6 days
  • Advanced - begins at 40% severity.
    • Symptoms:
      • Consciousness -20%
      • Mental breaks on average every 3 days
  • Total - begins at 55% severity.
    • Symptoms:
      • Consciousness -30%
      • Mental breaks on average every 0.5 days
  • Severe - begins at 70% severity.
    • Symptoms:
      • Consciousness -40%
      • Mental breaks on average every 0.25 days
  • Catatonic - begins at 85% severity.
    • Symptoms:
      • Pawn becomes catatonic and bedridden
  • Death from Resurrection Sickness - Occurs at 100%
    • Symptoms:
      • Pawn dies.
      • In previous versions of the game the psychosis would wear off at 100%, returning the pawn to normal, however as of b19 and into 1.0 resurrection psychosis is a fatal condition. However, it is treatable with healer mech serum, whereas in previous versions the only solution was to wait it out.

Treatment:

  • Healer Mech Serum

Probability:

  • Flat 30% chance no matter when it is used