Ailments
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This article is suggested to be rewritten. Reason: Cleanup and standardization needed - treatment and stages sections for each required. See Template:Heal Option Table. You can help the RimWorld Wiki by improving it. |
Ailments are health conditions that cannot be treated completely using medicine alone.
"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.
Healing method table
Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter pods may help, but each has its own unique list of what it can and cannot cure.
The full comparison table between healing methods is collapsed due to length. Expand to view.
- ^Both Heals both relevant organs if condition is present in both.
- ^One Heals only one organ, even if condition is present in both.
- ^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
- ^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.
- ^Note 1 This only heals the pawn it is applied to. The other pawn that gained duplicate sickness with this pawn must be separately healed.
- ^Note 2 This condition can only be cured before it reaches its final stage, "crumbled mind". Once it has, it becomes permanently incurable.
Chronic
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.
Alzheimer's
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A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.
Stage | Begins at | Symptoms |
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Alzheimer's (minor) | ≥0% severity |
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Alzheimer's (minor) | ≥20% severity |
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Alzheimer's (major) | ≥50% severity |
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Alzheimer's (major) | ≥80% severity |
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A human pawn can first get Alzheimer's at age 34.
Alzheimers chance |
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Treatment:
- Luciferium: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 ticks (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death.
- Healer mech serum: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum'scondition order for details.
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).
Stage | Begins at | Symptoms |
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Asthma (minor) | ≥ 0% severity | -10% part efficiency |
Asthma (major) | ≥ 30% severity | -30% part efficiency |
Asthma (major) | ≥ 45% severity | -50% part efficiency |
Treatment:
- The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.
- Asthma can be cured by replacing each affected lung with a healthy replacement.
A human pawn can first get asthma at any age.
Asthma chance |
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Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they "need treatment", although there apparently is no downside for ignoring that request except slowing them down which may be bad for trained or pack animals. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their move speed to 81%, and their manipulation to only 90%, which makes any counter-attack less effective.
Bad back
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
Ailment | Symptoms |
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Bad back |
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A bad back can be cured by installing a bionic spine, or with the use of biosculpter pod's bioregeneration cycle.
A human pawn can first get a bad back at age 41.
Bad back chance |
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Cataract
Milky-looking opacity in the eye. Cataracts impair vision.
Ailment | Symptoms |
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Cataract | -50% part efficiency in the affected eye. This results in 50% sight if both eyes are affected. |
Cataracts can be cured by replacing the affected eye with a bionic or archotech eye.
A human pawn can first get a cataract at age 49.
Cataract chance |
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Carcinoma
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How do the stages progress/occur and what chances and factors affects them?. |
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 by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an artificial body part. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be by doctors of any skill, though better treatment quality is 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 random 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 random factor of 0.7 - 1.5.
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:
- grow more slowly when in growing stage
- some slow-growing carcinomas (something less than half) may stop or actually regress (very slowly) during their "growing" stage with good treatment
- slowly regress when stable
- regress quickly when in remission
Stage | Begins at | Symptoms |
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Carcinoma (minor) | ≥0% severity |
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Carcinoma (minor) | ≥15% severity |
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Carcinoma (major) | ≥40% severity |
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Carcinoma (major) | ≥60% severity |
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Carcinoma (extreme) | ≥80% severity |
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Carcinoma (extreme) | 100% severity |
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Treatment:
- Treated every 240,000 ticks (66.67 mins)
- The carcinoma will disappear if severity reaches 0.
- "Excise carcinoma" surgery; this needs 4 medicine of industrial quality or above, 4,500 ticks (1.25 mins) of work, and a doctor with a medical skill of 10 or above. The surgery only has a 70% base chance to succeed.[Fact Check] Also note that if the surgery fails, there is a 25% chance that the patient dies. Thus, as the maximum success chance of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including toxic buildup and nuclear stomachs, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.
Carcinoma chance |
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Dementia
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.
It can only be healed with luciferium or a healer mech serum.
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Dementia |
A human pawn can first get dementia from aging at age 69. Dementia from other sources including toxic buildup can happen at any age.
FrailGeneralized loss of muscle and bone density. Note that frail can stack with bad back.
Can only be cured with luciferium, a healer mech serum, or with the use of biosculpter pod's bioregeneration cycle. A human pawn can first get frail at age 51.
Artery blockageA blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. Artery blockages can be treated by replacing the heart with a natural, prosthetic or bionic replacement, with a healer mech serum, with luciferium, or with the use of biosculpter pod's bioregeneration cycle. Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own. Artery blockages can be treated by replacing the heart.
A human pawn can first get an artery blockage at age 21.
Hearing lossInability to hear quiet sounds due to degradation of hair cells in the cochlea.
Can be partially mitigated with one or two cochlear implants Can be completely mitigated with a single bionic ear, even if the other ear remains affected. A bioregeneration cycle can completely cure hearing loss in both ears. A human pawn can first get hearing loss at age 49.
AcuteSome ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures). MalnutritionWhen a pawn's food meter reaches 0%, they will begin to suffer from malnutrition, shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.
Blood lossA reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death. Blood loss occurs when a pawn has untreated bleeding wounds. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom. Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.
HeatstrokeHeat stroke occurs when a pawn has prolonged exposure to temperatures 10°C (18°F) above their maximum comfortable temperature, and recovery occurs in temperatures less than the maximum comfortable temperature. Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated. Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature. Severity IncreaseThe procedure for determining severity growth every 60-tick interval is given by:
Severity DecreaseIf the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours. Symptoms
HypothermiaHypothermia occurs when a pawn has prolonged exposure to temperatures 10°C (18°F) below their minimum comfortable temperature. Insectoids don't experience hypothermia, but instead get hypothermic slowdown. Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated. The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:
Expressed as a formula, this is:
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:
Hypothermic slowdown
Insectoids avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no frostbite. Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen. The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:
Expressed as a formula, this is:
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:
Pregnancy
Tamed, non-human, non-insectoid, non-egglaying, female animals have a 50% chance to get pregnant from mating. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first 600 ticks (10 secs) this condition will be invisible, after which point a message will come up mentioning the pregnancy. A pregnant animal suffering malnutrition or that is injured may miscarry. Miscarriages are noted by an in-game message. Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.
Sterilized
Animals can be sterilized by use of the "Sterilize" operation to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. The animal acts as normal in all other ways, including milk production. The sterilization operation requires Medical skill of 3 and 500 ticks (8.33 secs) of work. It is unknown if it can be cured. Drug damageThese ailments are caused by excess drug use. CirrhosisA degenerative liver disease caused by excessive alcohol consumption. An otherwise healthy pawn with cirrhosis will have an immunity gain speed of 70%, making them extremely vulnerable to disease.
Chemical damagePermanent damage that occurs as a result of drug overdose or tolerance. There are two variants.
Treatment:
GeneralThese ailments appear in gameplay, and usually wear off on their own (except death-causing ones). Cryptosleep sicknessAfter-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists in the "Crashlanded" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.
Treatment:
Food poisoningOccurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the cleanliness of the room where it was prepared and cook's food poison chance stat. Raw food has a flat 2% chance of giving food poisoning, while corpses have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the cleanliness of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. If the first roll fails to poison the meal, then a second roll is performed, this time based on the food poison chance of the pawn, controlled entirely by their cooking skill. The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.
Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals from traders as they will never cause food poisoning, by only eating nutrient paste which will never cause food poisoning, or by installing a detoxifier or nuclear stomach in the pawn which renders them immune. There is no treatment for food poisoning, you simply have to let it run its course.[Verify] This effectively cripples the pawn for almost the full 24 hour cycle. Because of the high chance of vomiting at any moment, putting the patient on a temporary diet of pemmican may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire meal. This allows the poisoned pawn to more easily avoid malnutrition without feeding them raw foods that could cause further poisoning. Because of the penalty to blood filtration and consciousness, food poisoning in combination with other ailments such as an infection can be a cause for concern. Toxic buildupPrimarily 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. When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity. Buildup is proportional to the toxic sensitivity stat - thus, humans buildup at the full rate, animals at half, and insects and mechanoids are immune. Alternatively, some attacks also cause toxic buildup, such as cobra bites, the venom talon or venom fangs . Once no longer exposed, 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 high stages of toxic buildup are likely to develop further complications.
Brain shock
Occurs when an EMP effect hits a pawn with the following brain implants: It lasts between 2,500 ticks (41.67 secs) and 3,500 ticks (58.33 secs). Despite only occuring with implants from the Royalty DLC, it is defined in the core code.
Psychic shock
Occurs when a pawn is hit by the effect of a psychic shock lance or when exceeding a pawn's neural heat limits when psycasting . It lasts 7,500 ticks (2.08 mins).
Psychic breakdown
Biosculpting sickness
Occurs when a pawn is ejected from a biosculpter pod after 24 hours without power. It lasts between 8,000 ticks (2.22 mins) and 12,000 ticks (3.33 mins)
SurgicalThese ailments happen with medical operations. AnestheticUsed in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine. A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.
Treatment:
Version historyPrior to 1.1 it lasted only 15,000 ticks (4.17 mins) and did not have any other stages afterwards. ResurrectionThese may occur after a dose of resurrector mech serum is applied on a dead pawn. Resurrection sicknessAfter-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.
Treatment: Probability:
BlindnessMechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness. Blindness from resurrector mech serum applies to both eyes, resulting in total blindness
Treatment:
Probability:
Resurrection psychosisChaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death. The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a healer mech serum, the only treatment for the disease.
Treatments:
Probability of contracting:
Prevention:
Heart attackHeart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the birthday event. There must be more than 2 colonists on your colony for this to occur. The average interval between heart attacks is curved as follows (in days):
Examples of intervals and chances:
Stages
ProgressionHeart attacks always start at 40% severity. Every 5,000 ticks (1.39 mins) the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity. TreatmentLike injuries, medicine can be used to treat a heart attack. Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. The maximum chance a particular treatment can succeed is 65%. PreventionReplacing a pawn's heart with either a prosthetic or bionic heart will completely prevent heart attacks. Note however that while the bionic heart improves the blood pumping capacity, the prosthetic heart decreases it, and thus all of the stats and capacities it affects. Version history
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