Difference between revisions of "Disease"

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(Added Toxic Buildup.)
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===Toxic Buildup===
 
===Toxic Buildup===
Occurs with exposure to [[Events#toxic fallout|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 is not a visible stat but is represented in stages.
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Occurs with exposure to [[Events#toxic fallout|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.
  
 
* '''Initial''' - begins at 4% severity.
 
* '''Initial''' - begins at 4% severity.

Revision as of 05:23, 13 June 2015

Colonists are bound to get sick sooner or later. Below are the diseases that anyone can get:

Most diseases have the following:

  • General Symptoms - some initial symptoms that usually kick in 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 generally getting worse).
  • Treatment - not all diseases are treatable, but usually some pills/medicine does the trick.

Important note: 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 will also be more susceptible to sickness than younger ones.

General Disease

Listed below are typical 'diseases' in RimWorld.

Flu

General Symptoms:

  • Impaired consciousness
  • Impaired manipulation
  • Impaired breathing

Advanced Symptoms:[1]

  • Loss of consciousness

Treatment:

  • Treated with medicine
  • Treatment duration: 20,000 ticks (5.56 mins)

Plague

General Symptoms:

  • Impaired consciousness
  • Impaired manipulation

Advanced Symptoms:[1]

  • Impaired consciousness
  • Impaired manipulation
  • Impaired breathing
  • Loss of consciousness

Treatment:

  • Treated with medicine
  • Treatment duration: 20,000 ticks (5.56 mins)

Malaria

Easier to contract in the jungle.

General Symptoms:

  • Impaired consciousness
  • Impaired blood filtration

Advanced Symptoms:[1]

  • Impaired consciousness
  • Loss of consciousness

Treatment:

  • Treated with medicine
  • Treatment duration: 20,000 ticks (5.56 mins)

Infection

Untreated wounds may get infected, causing a colonist to be mildly sick for a while

General Symptoms:

  • Pain

Advanced Symptoms:[1]

  • Impaired consciousness
  • Impaired breathing
  • Unconsciousness

Treatment:

  • Treated with medicine
  • Treatment duration: 20,000 ticks (5.56 mins)

Cataracts

Cataracts are the clouding of the lens on your eye which may occur spontaneously with age similarly to bad back. Unlike bad back, cataracts are a very serious impairment, but technically treatable via surgery of the eye.

General Symptoms:

  • Impaired sight (-35%)

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:[1]

  • Loss of consciousness

Treatment:

  • Treated with medicine
  • Treatment duration: 63,000 ticks (17.5 mins)

Non-disease Diseases

The following are listed as defined in the same file diseases are, but aren't really diseases.

Anesthetic

Used in surgery to make sure that a colonist is unconscious.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 15,000 ticks (4.17 mins)

Bad Back

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

General Symptoms:

  • Impaired movement (-5%)
  • Impaired manipulation (-5%)

Concussion

Similar to anesthetic, lasts a little longer.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 25,000 ticks (6.94 mins)

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 have cryptosleep sickness since they were in cryptosleep before the ship crashed.

General Symptoms:

  • Vomiting
  • Impaired consciousness (max 70%)
  • Impaired manipulation (max 60%)

Treatment:

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

Euthanasia

Usually used to put a colonist out of their misery, quietly.

Notes:

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

Food Poisoning

Occurs after having eaten a meal prepared by a poorly skilled cook.

General Symptoms:

  • Vomiting
  • Impaired manipulation (max 50%)

Treatment:

  • Wears off after 30,000 ticks (8.33 mins)

Shut Down

This happens to mechanical beings, similar to euthanasia.

Notes:

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

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.

  • 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
  • Serious - begins at 60% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 25%)
      • Vomiting
      • Dementia
  • Extreme - begins at 80% severity.
    • Symptoms:
      • Impaired consciousness (max 10%)
      • Vomiting
      • Dementia
  • Death - occurs at 100% severity.


  1. 1.0 1.1 1.2 1.3 1.4 Conditions generally follow a pattern of "minor -> major -> extreme". The more severe the disease, the more dramatic the symptoms