Difference between revisions of "Malaria"
(restructured/rewrote the "vulnerable" section. im also restanderdizing the "vulnerable" section for all immunity-based diseases because currently they vary a lot in important information) |
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=== Vulnerable === | === Vulnerable === | ||
− | For those with a base immunity gain rate of 37% or less, | + | For those with a base immunity gain rate of 37% or less, it will be very difficult to survive malaria. This includes people well past their [[Immunity_Gain_Speed#Age|Life Expectancy]], and/or people with severe kidney and liver damage. Even with 100% [[Doctoring#Tend_quality|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 the following: |
− | + | * Tend with [[glitterworld medicine]] | |
− | To save the colonist, you can do the following: | ||
* Administer [[healer mech serum]] - instantly treats the disease | * Administer [[healer mech serum]] - instantly treats the disease | ||
− | * Administer [[luciferium]] | + | * Administer [[luciferium]] |
− | * Perform an [[Health#Transplants|organ transplant]] for pawns with damage to their [[liver]] or [[kidney]]s. | + | * Perform an [[Health#Transplants|organ transplant]] for pawns with damage to their [[liver]] or [[kidney]]s. |
+ | * Install [[detoxifier kidney]]s. these improve immunity gain speed by 2.5% each. Prioritize installing detoxifier kidneys on already damaged kidneys. | ||
* Install up to two [[immunoenhancer]]s {{RoyaltyIcon}} 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. | * Install up to two [[immunoenhancer]]s {{RoyaltyIcon}} 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]]{{IdeologyIcon}}. | * Use the medic cycle of a [[Biosculpter pod]]{{IdeologyIcon}}. | ||
+ | * Use the [[preach health]]{{IdeologyIcon}} ability on the effected person | ||
+ | * Use the [[medical specialist]]'s{{IdeologyIcon}} immunity drive | ||
* Place the patient in a [[cryptosleep casket]] until you have one of the above. | * Place the patient in a [[cryptosleep casket]] until you have one of the above. | ||
Revision as of 12:36, 23 November 2024
Malaria is a potentially fatal disease that can be contracted by colonists in any biome, but is frequent in the jungle.
Overview
General symptoms include impaired consciousness, blood filtration - and eventually pain, vomiting, and impaired manipulation. Advanced symptoms include frequent vomiting along with a loss of consciousness, and death. As Malaria affects blood filitration, the pawn's immune system becomes less effective as it progressive.
If left untreated, Malaria can kill the affected person in 2.701 days from discovery. It takes around 3.106 days to develop immunity to Malaria; assuming the affected colonist is rested in an ordinary bed for the whole time, has nothing else affecting blood filtration, is well-fed, and under the age of 40. These figures are calculated assuming 91.35% blood filtration (the 'average' blood filtration throughout all stages of the disease); due to Malaria's nature, there's no reliable way to calculate the time to develop immunity.
Prevention
Penoxycyline prevents colonists from falling sick to the Malaria, but does nothing to stop an infection already in progress.
Stages
Minor
- -10% Blood Filtration
- -5% Consciousness
Major
- Vomiting every 1.5 days (36 hours) on average.
- +30% Pain
- -20% Blood Filtration
- -12% Consciousness
- -8% Manipulation
Extreme
- Vomiting every 0.75 days (18 hours) on average.
- Loss of Consciousness
- +30% Pain
- -22% Blood Filtration
- -10% Manipulation
- 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 - 0.77
- Major - Severity: 0.78 - 0.9
- Extreme - Severity: 0.91 - 0.99
- Death - Severity: 1
Humans
- When not immune, severity increases by 0.3702 per day.
- When immune, severity decreases by 0.7297 per day.
- Immunity increases by a base rate of 0.3145 per day when sick.
- Treatment slows progression by a maximum of 0.232 per day.
Treatment
It's especially important that affected colonists are rested while they fight off Malaria due to its effect on Blood Filtration, and that you have plenty of medicine and a skilled doctor in hand. As with any other disease, you'll also want to make sure that the patient is well fed, rests as much as possible, and that they're promptly treated.
Treatment is administered once every 12 hours. On a pawn that constantly rests, with 100% pre-Malaria Immunity Gain Speed, you'll need at least 7% average treatment quality in order to sufficiently slow down Malaria's progress to the point where it doesn't kill the patient. With a hospital bed and vitals monitor, colonists can survive without treatment. However, this is far slower than treatment, even without medicine.
Vulnerable
For those with a base immunity gain rate of 37% or less, it will be very difficult to survive malaria. 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 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.
Version history
In an earlier version (Alpha 17?) sufficiently good treatment could cause malaria to regress. This combined with the fact that malaria had a hidden stage back then meant that the disease could be "cured" and subsequently reappear several times, until the pawn finally gains immunity.