Difference between revisions of "Disease"
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*Only treatable by replacing the organ. | *Only treatable by replacing the organ. | ||
*Only targets the heart, lungs and kidneys. | *Only targets the heart, lungs and kidneys. | ||
− | *Can appear rarely as a disease event, or on [[ | + | *Can appear rarely as a disease event, or on [[Creepjoiner]]s.{{AnomalyIcon}} |
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* Severity: +0.0166 to 0.0334 / day | * Severity: +0.0166 to 0.0334 / day |
Latest revision as of 03:30, 11 December 2024
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Diseases are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
Contract[edit]
Most diseases are contracted 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[edit]
Humans and animals can get diseases. Most diseases 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.
Diseases[edit]
Note: Base values of severity and immunity gain speed used in the table.
Treatment's reduction of severity depends on tend quality. 50% tend quality equals half the reduction.
Disease | Fatal? | Description | Severity | Treatment |
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Infection | Generic infection of individual wounds.
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Flu | Relatively mild and common disease.
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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 after enough exposure to rot stink. Avoid rot stink to avoid.
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Resolves from: | |
Gut worms | Doubles hunger rate.
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Muscle parasites | Heavily impairs work.
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Fibrous mechanites | Very long-lasting, but improves working.
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Resolves from: | |
Sensory mechanites | Very long-lasting, but improves many stats.
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Resolves from: | |
Organ decay | No natural cure. Only targets specific organs.
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Reaches max severity after: | |
Blood rot | Extremely long lasting blood affliction.
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Resolves from: | |
Paralytic abasia | Complete immobility. Extremely long lasting.
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Always resolves after: | |
Infant illness | Inflicted after a sick birth of a baby.
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Treatment[edit]
Most diseases can be tended to, just like an injury or ailment, by a Doctor pawn and when the afflicted pawn is assigned to Patient themselves. Tend Quality is determined by a variety of factors, including the doctor's skill and the quality of Medicine used. Generally, higher quality tends reduce the total time until recovery, though mechanics vary. 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 and independent of tend quality. Once immune, the disease will slowly fade and the colonist will stop being a patient. This applies to most fatal diseases, including the flu, infection, and plague.
- The disease does not progress. Treatment must reach a total tend quality (300%) before the disease is cured. For example, 4 tends at 80% quality would equal 320% total tend quality. 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.
Certain diseases have specialized cures. For example, 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. In addition, a healer mech serum immediately cures any disease.
Immunity gain[edit]
Some diseases are a race between the increasing severity of the disease and the increasing immunity to it. This immunity gain is controlled by several factors:
- Base immunity gain speed for the particular disease.
- InfectionLuck, an uncontrollable generated value that adds randomness to the diseases progression. Each disease has a variance in Immunity gain speed of 20% up or down.
- The Immunity Gain Speed stat of the patient
Immunity Gain Speed 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, and a hospital bed with an attached vitals monitor increases it the most.
- Age: As a pawn gets closer to and past their species' life expectancy, immunity gain speed decreases.
- For baseline humans, immunity gain speed is gradually lost after age 54. Genes like cell instability can affect the pawns lifespan and, in turn, affect this progression.[Verify]
- Blood Filtration: Mostly increased via luciferium. Reduced with kidney or liver damage, slightly improved with a detoxifier kidney.
- Direct boosts: The Super-immune trait, Immunoenhancer, and genes can increase immunity speed.
Note that these only apply to diseases with immunity mechanics. For example, you don't need to give a pawn with gut worms bedrest.
Disease frequency[edit]
Disease frequency by AI storyteller[edit]
Disease frequency is controlled directly by the Disease frequency AI storyteller setting.
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
Difficulty | Disease interval multiplier |
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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[edit]
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.. |
Version history[edit]
- 0.7.581 - Added with flu, plague, malaria, sleeping sickness.
- 0.9.722 - Diseases can now cause vomiting.