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{{TOCright}}<includeonly>:''Main article: [[Disease]]''</includeonly>
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<onlyinclude>[[Colonist|Colonists]] are bound to get sick sooner or later. Below are the diseases that anyone can get:
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Most diseases have the following:
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{{TOCright}}
*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.</onlyinclude>
 
  
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 [[colonist|colonists]] will also be more susceptible to sickness than younger ones.
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Data found in
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HediffDefs\Hediffs_Infections.xml
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HediffDefs\Hediffs_GlobalMisc.xml
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HediffDefs\Incidents_Bad_Disease.xml
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BiomeDefs\Biomes.xml
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<includeonly>:''Main article: [[Disease]]''</includeonly>{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
  
==General Disease==
+
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
Listed below are typical 'diseases' in RimWorld.
 
  
===Flu===
+
== Contract ==
General Symptoms:
+
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:
* Impaired consciousness
+
*[[Infection]] may occur after a bleeding [[injury]], burn, or frostbite is inflicted. Tending the injury in a clean room reduces the chance of infection.
* Impaired manipulation
+
*[[Lung rot]] occurs randomly when inhaling enough [[rot stink]].
* Impaired breathing
+
*[[Blood rot]]{{RoyaltyIcon}} and [[paralytic abasia]]{{RoyaltyIcon}} are exclusively part of [[quest]]s, while [[infant illness]]{{BiotechIcon}} can only happen during [[Reproduction#Birth|birth]].
  
Advanced Symptoms:<ref name="untreated"/>
+
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.
* Loss of consciousness
 
  
Treatment:
+
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
* Treated with medicine
 
* Treatment duration: {{ticks|20000}}
 
===Plague===
 
General Symptoms:
 
* Impaired consciousness
 
* Impaired manipulation
 
  
Advanced Symptoms:<ref name="untreated"/>
+
== Summary ==
* Impaired consciousness
+
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.
* Impaired manipulation
 
* Impaired breathing
 
* Loss of consciousness
 
  
Treatment:
+
== Diseases ==
* Treated with medicine
+
'''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.
* Treatment duration: {{ticks|20000}}
+
<div><li style="display: inline-table;">
===Malaria===
+
{| {{STDT| c_10 text-left}}
Easier to contract in the jungle.
+
|-
 +
! Disease!! Fatal? !! Description !! Severity !! Treatment
 +
|-
 +
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].
 +
*Fast moving and dangerous.
 +
** < 1.25 days to kill if untreated. <1.5 days for immunity.
 +
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)
 +
|
 +
* Severity: +0.84 / day
 +
* Immunity: +0.644 / day
 +
* Treatment: -0.53 severity / day <br>(at 100% quality)
 +
|
 +
* Bed rest and medicine
 +
* Amputation of infected body part
 +
|-
 +
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
 +
*Non-elderly adults can survive without treatment, with just bedrest.
 +
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
 +
|
 +
* Severity: +0.249 / day
 +
* Immunity: +0.239 / day
 +
* Treatment: -0.077 severity / day <br>(at 100% quality)
 +
|
 +
* Bed rest and medicine
 +
|-
 +
| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
 +
* Attacks [[blood filtration]], slowing immunity speed.
 +
* Later stages cause [[pain]] and reduces [[consciousness]].
 +
|
 +
* Severity: +0.370 / day
 +
* Immunity: +0.314 / day
 +
* Treatment: -0.232 severity / day<br>(at 100% quality)
 +
|
 +
* Bed rest and medicine
 +
|-
 +
| [[Plague]] || {{Check}} || Fast moving and ''extremely'' painful.
 +
* ~1.5 days to kill if untreated.
 +
*Constant [[pain]] ({{++|20%}} to {{++|85%}}).
 +
*Also reduces [[consciousness]] and [[manipulation]] (up to {{--|30%}}).
 +
||
 +
* Severity: +0.666 / day
 +
* Immunity: +0.522 / day
 +
* Treatment: -0.362 severity / day <br>(at 100% quality)
 +
|
 +
* Bed rest and medicine
 +
|-
 +
| [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|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 <br>(at 100% quality)
 +
|
 +
*  Bed rest and medicine
 +
|-
 +
| [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s.
 +
*Exclusive to animals in [[manhunter pack]]s.
 +
*Humans and colony animals immune.
 +
||
 +
* Kills in 5 days, unless cured
 +
|
 +
* Surgery
 +
**{{icon small|medicine}} 3 [[medicine]]
 +
**[[Skills#Medical |Medical Skill]] 8+
 +
|-
 +
| [[Lung rot]] || {{Check}} ||
 +
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
 +
* Resisted by sources of [[Toxic Environment Resistance]].
 +
* Easily treatable overall. Can drain medicine.
 +
* Impairs [[breathing]] slightly. Minimal symptoms overall.
 +
||
 +
* Severity: +0.300 / day
 +
* Treatment: -1.000 severity / day <br>(at 100% quality)
 +
|
 +
* Medicine
 +
Resolves from:
 +
*Min {{ticks/gametime|360000}}
 +
*Max {{ticks/gametime|480000}}
 +
|-
 +
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
 +
*Also painful ({{++|20%}} pain).
 +
||
 +
* No progression
 +
* Cured at 300% total Tend Quality
 +
|
 +
* Medicine (48hr per tend)
 +
* Stomach replacement or removal
 +
|-
 +
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
 +
*Significant tiredness.
 +
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
 +
*Also painful ({{++|20%}} pain).
 +
||
 +
* No progression
 +
* Cured at 300% total Tend Quality
 +
|
 +
* 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>
  
General Symptoms:
+
== Treatment ==
* Impaired consciousness
+
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.
* Impaired blood filtration
 
  
Advanced Symptoms:<ref name="untreated"/>
+
There are 3 types of diseases to tend to:
* Impaired consciousness
+
* 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]].
* Loss of consciousness
+
* 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}}
  
Treatment:
+
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.
* Treated with medicine
 
* Treatment duration: {{ticks|20000}}
 
  
===Infection===
+
=== Immunity gain ===
Untreated wounds may get infected, causing a colonist to be mildly sick for a while
+
{{Main|Immunity Gain Speed}}
 +
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
  
General Symptoms:
+
Immunity Gain Speed is affected by the following:
* Pain
+
* '''[[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.
  
Advanced Symptoms:<ref name="untreated">Conditions generally follow a pattern of "minor -> major -> extreme". The more severe the disease, the more dramatic the symptoms</ref>
+
Note that these only apply to diseases with immunity mechanics. For example, you don't need to give a pawn with [[gut worms]] bedrest.
* Impaired consciousness
 
* Impaired breathing
 
* Unconsciousness
 
  
Treatment:
+
== Disease frequency ==
* Treated with medicine
 
* Treatment duration: {{ticks|20000}}
 
===Cataracts===
 
Cataracts are the clouding of the lens on your eye which may occur spontaneously with age similarly to [[#Bad Back|bad back]]. Unlike bad back, cataracts are a very serious impairment, but technically treatable via [[Health|surgery]] of the eye.
 
  
General Symptoms:
+
=== Disease frequency by AI storyteller ===
* Impaired sight (-35%)
+
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
  
===Sleeping Sickness===
+
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
A parasitic disease carried by insects in the jungle biome.
 
  
It's notable that sleeping sickness takes a very long time to recover from.
+
{| {{STDT| c_08 text-center}}
 +
! 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
 +
|-
 +
|}
  
General Symptoms:
+
=== Disease frequency by [[biomes]] ===
* Impaired consciousness
+
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
* Impaired manipulation
 
 
 
Advanced Symptoms:<ref name="untreated"/>
 
* Loss of consciousness
 
 
 
Treatment:
 
* Treated with medicine
 
* Treatment duration: {{ticks|63000}}
 
 
 
==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 {{ticks|15000}}
 
===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|anesthetic]], lasts a little longer.
 
 
 
General Symptoms:
 
*Unconsciousness (sets to 10%)
 
 
 
Treatment:
 
* Wears off after {{ticks|25000}}
 
===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 {{ticks|10000}}
 
===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 {{ticks|30000}}
 
===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 [[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.
 
 
 
* '''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.
 
 
 
 
 
<references/>
 
  
 +
== 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}}

Latest revision as of 03:01, 5 May 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
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Health Body Parts Capacities Injury Disease Ailments

Diseases are temporary and treatable ailments, that pass away after a certain amount of time or treatment.

Contract[edit]

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[edit]

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[edit]

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 severity (>0.87). (+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 disease.
    • Severity: +0.249 / day
    • Immunity: +0.239 / day
    • Treatment: -0.077 severity / day
      (at 100% quality)
    • Bed rest and medicine
    Malaria Check.png Common in tropical biomes.
    • Severity: +0.370 / day
    • Immunity: +0.314 / day
    • Treatment: -0.232 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.
    • Kills in 5 days, unless cured
    Lung rot Check.png

    Occurs after enough exposure to rot stink. Avoid rot stink to avoid.

    • Severity: +0.300 / day
    • Treatment: -1.000 severity / day
      (at 100% quality)
    • Medicine

    Resolves from:

    • Min 360,000 ticks (6 in-game days)
    • Max 480,000 ticks (8 in-game days)
    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 or removal
    Muscle parasites Ex.png Heavily impairs work.
    • 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 pain 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 pain increase only

    Resolves from:

    • Min 900,000 ticks (15 in-game days)
    • Max 1,800,000 ticks (30 in-game days)
    Organ decay Check.png 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 joiners.Content added by the Anomaly DLC
    • Severity: +0.0166 to 0.0334 / day
    • Replacing the organ
      • Does not affect bionic or prosthetic organs

    Reaches max severity after:

    • Min 1,800,000 ticks (2 quadrums)
    • Max 2,400,000 ticks (40 in-game days)
    Blood rotContent added by the Royalty DLC Check.png 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
      (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 Complete immobility. Extremely long lasting.
    • 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 (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
      (at 100% quality)
    • Medicine and bed rest
  • Treatment[edit]

    Most diseases can be tended to, just like an injury or ailment, by a Doctor pawn and when the afflicted pawn is assigned to 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.

    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 and the colonist will stop being a patient. This applies to most fatal diseases, including the flu, infection, and plague.
    • 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.Content added by the Royalty DLC

    Certain diseases have specialized cures. For example, 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. In addition, a healer mech serum immediately cures any disease.

    Immunity gain[edit]

    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:

    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[edit]

    Disease frequency by AI storyteller[edit]

    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[edit]

    Version history[edit]

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