Disease
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Diseases are medical ailments that cause pawns to suffer negative symptoms.
Contact
Most diseases are contacted 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
Humans and animals can get diseases. Virtually every disease 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
All diseases (except paralytic abasia) can be tended to, just like an injury. Treatment Quality is determined by a variety of factors, including the doctor's skill and the quality of medicine used. Progression of the disease is slowed depending on how good the treatment was. 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. 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.
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.
Gaining immunity gain speed
Immunity Gain Speed affects a wide variety of diseases, and 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.
- Age: As a pawn gets closer to and past their species' life expectancy, immunity speed decreases. Humans over 54 slowly lose immunity gain speed.
- Blood Filtration: Mostly increased via luciferium and slightly increased by a detoxifier kidney
- Direct boosts: The Super-immune trait, Immunoenhancer, and genes can increase immunity speed.
Only the first type of disease (in #Treatment) is affected by immunity. For example, you don't need to give a pawn with gut worms bedrest.
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 |
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Infection | Generic infection of individual wounds.
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Flu | Relatively mild and common diseas.
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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 in contact with rot stink. Avoid rot stink to avoid.
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Gut worms | Doubles hunger rate.
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Muscle parasites | Painful, impairs working.
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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: | |
Blood rot | Extremely long lasting blood affliction.
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Resolves from: | |
Paralytic abasia | Extremely long lasting. Complete immobility.
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Always resolves from: | |
Infant illness | Inflicted after a sick birth of a baby.
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Resolves from: |
Disease frequency
Disease frequency 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
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.. |