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<includeonly>:''Main article: [[Disease]]''</includeonly>{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
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<includeonly>:''Main article: [[Disease]]''</includeonly>''Note: This article is about treatable illnesses.  For physical damage, see [[Injury]].  For other health conditions, see [[Ailments]].
  
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
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<onlyinclude>[[Colonist|Colonists]] sometimes contract diseases. Diseases most often occur through random [[events]] that vary by [[Biomes|biome]] and difficulty. [[Disease#Infection|Infections]] have a random chance of developing from an [[injury]] regardless of biome.</onlyinclude>
  
== Contract ==
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==Effects==
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:
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Diseases cause infected colonists to suffer symptoms, which can vary from disease to disease. Diseases progress through stages of intensity until either the colonist develops immunity or the disease runs its course, usually leading to death. Diseases progression generally follows a pattern of minor -> major -> extreme. The more severe the disease, the more dramatic the symptoms.
*[[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]]{{RoyaltyIcon}} and [[paralytic abasia]]{{RoyaltyIcon}} are exclusively part of [[quest]]s, while [[infant illness]]{{BiotechIcon}} can only happen during [[Reproduction#Birth|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.
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==Treatment==
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At regular intervals, a [[rest|resting]] colonist can be treated by a [[Skills#Medicine|doctor]]. This slows the progression of symptoms and for most diseases it is critical to treat the colonist as often as possible.  You cannot give a new treatment until the last one has expired, and you can see the remaining time by hovering over the disease in the colonist's '''Health''' tab. The treatment interval varies for each disease.
  
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
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'''Treatment Quality''' is determined by a variety of factors, including the doctor's [[skills|skill]] and the quality of [[Doctoring|medicine]] used. Progression of the disease is slowed depending on how good the treatment was.
  
== Summary ==
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'''Immunity:''' Colonists will gradually develop immunity to potentially fatal diseases, such as wound infections or [[Disease#plague|plague]]. When immunity reaches 100%, the symptoms will not immediately disappear, but the colonist is safe and no longer needs any treatment. If the disease symptoms progress past 100% before immunity does, the colonist will die.  [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and [[blood filtration]].
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 ==
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'''Blood Filtration''' is a major factor in getting better from diseases. Poor blood filtration may result in sicknesses developing faster than they would usually. Older colonists are more susceptible to sickness than younger ones. Colonists with only one [[kidney]] have their blood filtration reduced by 50%.
'''Note:''' Base values of severity and immunity gain speed used in the table.<br>Treatment's reduction of severity depends on tend quality. 50% tend quality equals half the reduction.
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<div><li style="display: inline-table;">
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==Diseases==
{| {{STDT| c_10 text-left}}
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Most diseases have the following:
|-
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*General Symptoms - initial symptoms that develop in the first few days of being sick.
! Disease!! Fatal? !! Description !! Severity !! Treatment
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*Advanced Symptoms - symptoms that set in when the disease progresses for any reason (e.g. being untreated or gets worse).
|-
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*Treatment - some illnesses are treatable with medicine, but not all diseases are treatable, especially [[ailments|chronic diseases]].
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].  
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*Fast moving and dangerous.
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==Fatal diseases==
** < 1.25 days to kill if untreated. <1.5 days for immunity.
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*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)
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The below diseases have the potential to kill affected colonists if not treated well.
|
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* Severity: +0.84 / day
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===Flu===
* Immunity: +0.644 / day
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Main Page: [[Flu]]
* Treatment: -0.53 severity / day <br>(at 100% quality)
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|
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Trivial disease that can be caught anywhere. Generally not fatal to healthy colonists.
* Bed rest and medicine
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* Amputation of infected body part
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General Symptoms:
|-
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*Reduced Consciousness
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
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*Impaired Manipulation
*Non-elderly adults can survive without treatment, with just bedrest.
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*Hindered Breathing
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
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|
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Advanced Symptoms:
* Severity: +0.249 / day
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*Vomiting
* Immunity: +0.239 / day
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*Mild Pain
* Treatment: -0.077 severity / day <br>(at 100% quality)
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|
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Treatment:
* Bed rest and medicine
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*Medicine
|-
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| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
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===Plague===
* Attacks [[blood filtration]], slowing immunity speed.
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Main Page: [[Plague]]
* Later stages cause [[pain]] and reduces [[consciousness]].
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|
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Somewhat deadly disease that can be caught anywhere.
* Severity: +0.370 / day
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* Immunity: +0.314 / day
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General Symptoms:
* Treatment: -0.232 severity / day<br>(at 100% quality)
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*Moderate Pain
|
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*Somewhat Reduced Consciousness
* Bed rest and medicine
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*Somewhat Reduced Manipulation
|-
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| [[Plague]] || {{Check}} || Fast moving and ''extremely'' painful.
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Advanced Symptoms:
* ~1.5 days to kill if untreated.
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*Excruciating Pain
*Constant [[pain]] ({{++|20%}} to {{++|85%}}).
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*Loss of Consciousness
*Also reduces [[consciousness]] and [[manipulation]] (up to {{--|30%}}).
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*Difficulty in Breathing
||
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* Severity: +0.666 / day
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Treatment:
* Immunity: +0.522 / day
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*Medicine
* Treatment: -0.362 severity / day <br>(at 100% quality)
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|
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===Malaria===
* Bed rest and medicine
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Main Page: [[Malaria]]
|-
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| [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|rainforests and swamps]].
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Disease that can be especially caught in jungles. Reduces blood filtration.
*Relatively easy to treat if rested.
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* Threat is the amount of rest / medicine required.
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General Symptoms:
*Mainly lowers [[consciousness]] & [[manipulation]] ({{--|2%}} to {{--|20%}}).
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*Reduced Blood Filtration
||
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*Slightly reduced Consciousness
* Severity: +0.12 / day
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*Slightly hindered Manipulation
* Immunity: +0.11 / day
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*Vomiting
* Treatment: -0.07 severity / day <br>(at 100% quality)
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|
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Advanced Symptoms:
* Bed rest and medicine
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*Loss of Consciousness
|-
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*Moderate Pain
| [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s.
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*Frequent Vomiting
*Exclusive to animals in [[manhunter pack]]s.
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*Humans and colony animals immune.
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Treatment:
||
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*Medicine
* Kills in 5 days, unless cured
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|
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===Infection===
* Surgery
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Main Page: [[Infection]]
**{{icon small|medicine}} 3 [[medicine]]
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**[[Skills#Medical |Medical Skill]] 8+
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Occurs in open wounds, frostbite, and burns when left untreated or in unsanitary environments. Progresses and kills rapidly if poorly treated.
|-
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| [[Lung rot]] || {{Check}} ||
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General Symptoms:
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
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*Mild pain
* Resisted by sources of [[Toxic Environment Resistance]].
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*Reduced Consciousness
* Easily treatable overall. Can drain medicine.
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* Impairs [[breathing]] slightly. Minimal symptoms overall.
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Advanced Symptoms:
||
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*Loss of Consciousness
* Severity: +0.300 / day
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*Excruciating Pain
* Treatment: -1.000 severity / day <br>(at 100% quality)
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*Breathing difficulties
|
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* Medicine
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Treatment:
Resolves from:
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*Medicine
*Min {{ticks/gametime|360000}}
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*Amputating the affected part
*Max {{ticks/gametime|480000}}
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|-
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===Sleeping Sickness===
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
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Main Page: [[Sleeping sickness]]
*Also painful ({{++|20%}} pain).
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||
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Slow-progressing disease exclusive to the jungles of the RimWorlds.
* No progression
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* Cured at 300% total Tend Quality
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General Symptoms:
|
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*Trivial Pain
* Medicine (48hr per tend)
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*Moderately reduced Consciousness
* Stomach replacement or removal
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*Slightly reduced Manipulation
|-
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*Occasional Vomiting
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
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*Significant tiredness.
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Advanced Symptoms:
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
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*Loss of Consciousness
*Also painful ({{++|20%}} pain).
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*Frequent Vomiting
||
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*Moderate Pain
* No progression
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* Cured at 300% total Tend Quality
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Treatment:
|
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*Medicine
* Medicine (48hr per tend)
 
|-
 
| [[Fibrous mechanites]] || {{cross}} || Very long-lasting, but ''improves'' working.
 
*Painful, significant tiredness.
 
*Significantly increases [[manipulation]], [[movement speed|moving]] and [[blood pumping]] ({{+|50%}} to all).
 
||
 
* Severity: +0.25 / day
 
* Treatment: -1.00 severity / day <br>(at 100% quality)
 
|
 
* Medicine
 
**Prevents pain increase only
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
|-
 
| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
 
*Painful, significant tiredness.
 
*Significantly increases [[sight]], [[hearing]], and [[talking]] ({{+|50%}} to all).
 
*Increases [[manipulation]] ({{+|30%}}).
 
||
 
* Severity: +0.25 / day
 
* Treatment: -1.00 severity / day <br>(at 100% quality)
 
|
 
* Medicine
 
**Prevents pain increase only
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
|-
 
| [[Organ decay]] || {{Check}} || No natural cure. Only targets specific organs.
 
*Causes increasingly worse pain and weakened part efficiency of the afflicted organ, ultimately destroying it at 1 severity.
 
*Only treatable by replacing the organ.
 
*Only targets the heart, lungs and kidneys.
 
*Can appear rarely as a disease event, or on [[Creepy joiner]]s.{{AnomalyIcon}}
 
||
 
* Severity: +0.0166 to 0.0334 / day
 
|
 
* Replacing the organ
 
**Does not affect bionic or prosthetic organs
 
Reaches max severity after:
 
*Min {{ticks/gametime|1800000}}
 
*Max {{ticks/gametime/days|2400000}}
 
|-
 
| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || ''Extremely'' long lasting blood affliction.
 
*[[Quest]] only.
 
*Mild and easily treated, but can be a drain on medicine.
 
||
 
* Severity: +0.40 / day
 
* Treatment: -1.00 severity / day <br>(at 100% quality)
 
|
 
* Medicine
 
* Surgery for immediate cure
 
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**[[Skills#Medical |Medical Skill]] 5+
 
Resolves from:
 
* Min {{ticks/gametime/days|60000*30}}
 
* Max {{ticks/gametime/days|60000*40}}
 
|-
 
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || Complete immobility. ''Extremely'' long lasting.
 
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
 
||
 
* No progression
 
* 1% per day to instantly cure
 
|
 
* Waiting
 
* Surgery for immediate cure
 
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**[[Skills#Medical |Medical Skill]] 5+
 
Always resolves after:
 
* Min {{ticks/gametime/days|60000*30}}
 
* Max {{ticks/gametime/days|60000*40}}
 
|-
 
| [[Infant illness]]{{BiotechIcon}} || {{Check}} || Inflicted after a sick [[Reproduction#Birth|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 (no immunity required).
 
||
 
* Starts as Major severity (0.40)
 
* Severity gain depends on the type
 
** From -0.25 to +0.5 severity / day
 
* Immunity: +0.10 / day
 
* Treatment: -0.35 severity / day <br>(at 100% quality)
 
|
 
* Medicine and bed rest
 
|-
 
|}
 
</li><div>
 
  
== Treatment ==
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==Non-fatal==
Most diseases can be tended to, just like an [[injury]] or [[ailment]], by a [[Doctoring|Doctor]] pawn and when the afflicted pawn is assigned to [[Work|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.
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These diseases cannot kill the colonist but can hamper effectiveness.
  
There are 3 types of diseases to tend to:
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===Gut Worms===
* 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]].
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{{:Gut worms}}
* 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]].{{RoyaltyIcon}}
 
  
Certain diseases have specialized cures. For example, [[infection]] in a non-vital part can be cured by amputating or [[Artificial body part|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 ===
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===Muscle Parasites===
{{Main|Immunity Gain Speed}}
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{{:Muscle parasites}}
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]]{{BiotechIcon}} like [[Genes#Mild cell instability|cell instability]] can affect the pawns lifespan and, in turn, affect this progression.{{Check Tag|Verify|Verify and also confirm on Immunity Gain Speed page}}
 
* '''[[Blood Filtration]]''': Mostly increased via [[luciferium]]. Reduced with [[kidney]] or [[liver]] damage, slightly improved with a [[detoxifier kidney]]{{BiotechIcon}}.
 
* '''Direct boosts''': The [[Super-immune]] trait, [[Immunoenhancer]]{{RoyaltyIcon}}, and [[gene]]s{{BiotechIcon}} 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.
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===Fibrous Mechanites===
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{{:Fibrous mechanites}}
  
== Disease frequency ==
 
  
=== Disease frequency by AI storyteller ===
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===Sensory Mechanites===
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
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{{:Sensory mechanites}}
  
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
 
  
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==Disease Frequency==
 
{| {{STDT| c_08 text-center}}
 
{| {{STDT| c_08 text-center}}
 +
|+ '''Disease frequency by difficulty'''
 
! Difficulty !! Disease interval multiplier
 
! Difficulty !! Disease interval multiplier
 
|-
 
|-
 
| Peaceful || 3
 
| Peaceful || 3
 
|-
 
|-
| Community builder || 2.5
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| Base builder || 3
 
|-
 
|-
| Adventure story || 1.3
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| Some challenge || 1.5
 
|-
 
|-
| Strive to survive || 1.0
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| Rough || 1.0
 
|-
 
|-
| Blood and dust || 0.95
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| Intense || 1.0
 
|-
 
|-
| Losing is fun || 0.9
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| Extreme || 0.9
 
|-
 
|-
 
|}
 
|}
  
=== Disease frequency by [[biomes]] ===
 
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
 
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added with flu, plague, malaria, sleeping sickness.
 
* [[Version/0.9.722|0.9.722]] - Diseases can now cause vomiting.
 
  
 
[[Category:Health]]
 
[[Category:Health]]
{{Nav/disease}}
 

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