Difference between revisions of "Immunity Gain Speed"
Jump to navigation
Jump to search
m (clean up) |
|||
Line 2: | Line 2: | ||
| default base value = 1.0 | | default base value = 1.0 | ||
| to string style = PercentZero | | to string style = PercentZero | ||
− | | description = | + | | 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. |
}} | }} | ||
+ | ==Factors== | ||
Immunity gain speed is determined by the following factors: | Immunity gain speed is determined by the following factors: | ||
− | * [[Blood Filtration]]: | + | * [[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. No Max. |
** Reduced by [[Malaria]] | ** Reduced by [[Malaria]] | ||
** 100% unless reduced by damaged or missing [[Kidney]] (you have two, at 50% each) | ** 100% unless reduced by damaged or missing [[Kidney]] (you have two, at 50% each) | ||
Line 35: | Line 36: | ||
** 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. | ** 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. | ||
− | * Age: | + | * Age: {{H:title|link=no|Disagrees with in-game code, needs to be checked in-game| <sup> [Fact-check needed] </sup>}} |
** 100%: Up to age 40. | ** 100%: Up to age 40. | ||
** 99%: At age 41; continues decreasing by 1% per 2 years over 40 (until 79). | ** 99%: At age 41; continues decreasing by 1% per 2 years over 40 (until 79). | ||
** 90%: At age 59; continues as above. | ** 90%: At age 59; continues as above. | ||
** 80%: At age 79; stops decreasing. | ** 80%: At age 79; stops decreasing. | ||
+ | |||
+ | *[[Immunoenhancer]]: +8% per, 16% max. | ||
In addition to this stat, 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). | In addition to this stat, 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). |
Revision as of 05:51, 30 September 2020
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. Its default value is 100%.
Factors
Immunity gain speed is determined by the following factors:
- Blood Filtration: 50% importance. No allowed defect. No Max.
- Reduced by Malaria
- 100% unless reduced by damaged or missing Kidney (you have two, at 50% each)
- 170% with Luciferium
- Hunger/Food:
- 100%: Fed or Hungry
- 90%: Urgently Hungry
- 70%: Starving
- Rest:
- 100%: Rested
- 96%: Tired
- 92%: Very tired
- 80%: Exhausted
- Bed Rest:
- 100%: When not resting in a bed or on a sleeping spot.
- 105%: When resting in an animal sleeping box. It is cruel to do this to your colonists. It's okay for prisoners though.
- 110%: When resting in an animal bed, single bed, double bed or Royal bed.
- 114%: When resting in a hospital bed.
- Note that quality of the bed only influences the rest effectiveness, not the immunity gain speed.
- Vitals monitor
- 112%: When attached to any bed that's set to medical (110% + 2%)
- 116%: When attached to a Hospital bed (114% + 2%)
- 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.
- Age: [Fact-check needed]
- 100%: Up to age 40.
- 99%: At age 41; continues decreasing by 1% per 2 years over 40 (until 79).
- 90%: At age 59; continues as above.
- 80%: At age 79; stops decreasing.
- Immunoenhancer: +8% per, 16% max.
In addition to this stat, 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).