Disease

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Diseases are mostly treatable illnesses that pass away after a certain amount of time or treatment.

Contract

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:

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

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.

Treatment

Most diseases can be tended to, just like an injury. 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. Applies to most fatal diseases, such as the flu, infection, and plague.
  • The disease does not progress. Treatment must reach a total tend quality (300%) before the disease is cured. 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.Content added by the Royalty DLC

In addition, certain diseases have specialized cures. 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.

Immunity gain

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.
  • The Immunity Gain Speed stat of the patient

Immunity Gain Speed is affected by the following:

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

Disease frequency by AI storyteller

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
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

Diseases

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
    Infection Check.png Generic infection of individual wounds.
    • Fast moving and dangerous.
      • < 1.25 days to kill if untreated. <1.5 days for immunity.
    • Mild symptoms until extreme, >0.87 severity. (+5% to +12% pain)
    • Severity: +0.84 / day
    • Immunity: +0.644 / day
    • Treatment: -0.53 severity / day
      (at 100% quality)
    • Bed rest and medicine
    • Amputation of infected body part
    Flu Check.png Relatively mild and common diseas.
    • Severity: +0.84 / day
    • Immunity: +0.644 / day
    • Treatment: -0.53 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Malaria Check.png Common in tropical biomes.
    • Severity: +0.249 / day
    • Immunity: +0.238 / day
    • Treatment: -0.077 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Plague Check.png Fast moving and extremely painful.
    • Severity: +0.666 / day
    • Immunity: +0.522 / day
    • Treatment: -0.362 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Sleeping sickness Check.png Very slow-moving infection. Native only to rainforests and swamps.
    • Relatively easy to treat if rested.
    • Threat is the amount of rest / medicine required.
    • Mainly lowers consciousness & manipulation (−2% to −20%).
    • Severity: +0.12 / day
    • Immunity: +0.11 / day
    • Treatment: -0.07 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Scaria Check.png Drives animals to become manhunters.
    • Exclusive to animals in manhunter packs.
    • Humans and colony animals immune.
    • 100% fatal within 5 days, without cure
    • No progression
    Lung rot Check.png

    Occurs in contact with rot stink. Avoid rot stink to avoid.

    • Severity: +0.300 / day
    • Treatment: -0.700 severity / day
      (at 100% quality)
    • Medicine
    Gut worms Ex.png Doubles hunger rate.
    • Also painful (+20% pain).
    • No progression
    • Cured at 300% total Tend Quality
    • Medicine (48hr per tend)
    • Stomach replacement
    Muscle parasites Ex.png Painful, impairs working.
    • No progression
    • Cured at 300% total Tend Quality
    • Medicine (48hr per tend)
    Fibrous mechanites Ex.png Very long-lasting, but improves working.
    • Severity: +0.25 / day
    • Treatment: -1.00 severity / day
      (at 100% quality)
    • Medicine
      • Prevents severity increase only

    Resolves from:

    • Min 900,000 ticks (15 in-game days)
    • Max 1,800,000 ticks (30 in-game days)
    Sensory mechanites Ex.png Very long-lasting, but improves many stats.
    • Severity: +0.25 / day
    • Treatment: -1.00 severity / day
      (at 100% quality)
    • Medicine
      • Prevents severity increase only

    Resolves from:

    • Min 900,000 ticks (15 in-game days)
    • Max 1,800,000 ticks (30 in-game days)
    Blood rotContent added by the Royalty DLC Check.png Extremely long lasting blood affliction.
    • Quest only.
    • Easily treated, but a drain on medicine.
    • Severity: +0.40 / day
    • Treatment: -1.00 severity / day
      (at 100% quality)

    Resolves from:

    • Min 1,800,000 ticks (30 in-game days)
    • Max 2,400,000 ticks (40 in-game days)
    Paralytic abasiaContent added by the Royalty DLC Ex.png Extremely long lasting. Complete immobility.
    • No progression
    • 1% per day to instantly cure

    Always resolves after:

    • Min 1,800,000 ticks (30 in-game days)
    • Max 2,400,000 ticks (40 in-game days)
    Infant illnessContent added by the Biotech DLC Check.png Inflicted after a sick birth of a baby.
    • 4 different types of illness, from mild to grave. Switches every 1-3 days.
    • Uniquely, reducing severity to 0 cures the disease.
    • Starts as Major severity (0.33 - 0.77)
    • Severity gain depends on the type
      • From -0.25 to +0.5 severity / day
    • Treatment: -0.35 severity / day
      (at 100% quality)
    • Medicine

    Resolves from:

    • Min 480,000 ticks (8 in-game days)
    • Max 600,000 ticks (10 in-game days)
  • Version history

    • 0.7.581 - Added with flu, plague, malaria, sleeping sickness.
    • 0.9.722 - Diseases can now cause vomiting.