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BiomeDefs\Biomes.xml
 
BiomeDefs\Biomes.xml
 
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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>''{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
  
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
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'''Diseases''' are medical ailments that cause pawns to suffer negative symptoms.  
  
== Contract ==
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==Contact==
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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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.
 
*[[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]].
 
*[[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]].
 
*[[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.
+
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.
 
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
  
== Summary ==
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==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.
+
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.
  
== Diseases ==
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===Treatment===
'''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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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 [[skills|skill]] and the quality of [[Doctoring|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]]{{RoyaltyIcon}}.
 +
 
 +
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]]{{BiotechIcon}}
 +
*Direct boosts: The [[Traits#Super-immune|Super-immune trait]], [[Immunoenhancer]]{{RoyaltyIcon}}, and [[gene]]s{{BiotechIcon}} 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.
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| c_10 text-left}}
 
{| {{STDT| c_10 text-left}}
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! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
|-
 
|-
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].  
+
| [[Infection]] || {{Check}} || Generic infection of individual wounds.  
 
*Fast moving and dangerous.  
 
*Fast moving and dangerous.  
 
** < 1.25 days to kill if untreated. <1.5 days for immunity.
 
** < 1.25 days to kill if untreated. <1.5 days for immunity.
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)  
+
*Mild symptoms until extreme, >0.87 severity. ({{++|5%}} to {{++|12%}} pain)  
 
|
 
|
 
* Severity: +0.84 / day
 
* Severity: +0.84 / day
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* Amputation of infected body part
 
* Amputation of infected body part
 
|-
 
|-
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
+
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common diseas.
 
*Non-elderly adults can survive without treatment, with just bedrest.
 
*Non-elderly adults can survive without treatment, with just bedrest.
 
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
 
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
 
|
 
|
* Severity: +0.249 / day
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* Severity: +0.84 / day
* Immunity: +0.239 / day
+
* Immunity: +0.644 / day
* Treatment: -0.077 severity / day <br>(at 100% quality)
+
* Treatment: -0.53 severity / day <br>(at 100% quality)
 
|  
 
|  
 
* Bed rest and medicine
 
* Bed rest and medicine
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* Later stages cause [[pain]] and reduces [[consciousness]].
 
* Later stages cause [[pain]] and reduces [[consciousness]].
 
|  
 
|  
* Severity: +0.370 / day
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* Severity: +0.249 / day
* Immunity: +0.314 / day
+
* Immunity: +0.238 / day
* Treatment: -0.232 severity / day<br>(at 100% quality)
+
* Treatment: -0.077 severity / day<br>(at 100% quality)
 
|  
 
|  
 
* Bed rest and medicine
 
* Bed rest and medicine
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*Exclusive to animals in [[manhunter pack]]s.  
 
*Exclusive to animals in [[manhunter pack]]s.  
 
*Humans and colony animals immune.
 
*Humans and colony animals immune.
 +
*100% fatal within 5 days, without cure
 
||
 
||
* Kills in 5 days, unless cured
+
* No progression
 
|  
 
|  
 
* Surgery
 
* Surgery
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|-
 
|-
 
| [[Lung rot]] || {{Check}} ||  
 
| [[Lung rot]] || {{Check}} ||  
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
+
Occurs in contact with [[rot stink]]. Avoid rot stink to avoid.
 
* Resisted by sources of [[Toxic Environment Resistance]].
 
* Resisted by sources of [[Toxic Environment Resistance]].
 
* Easily treatable overall. Can drain medicine.
 
* Easily treatable overall. Can drain medicine.
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||
 
||
 
* Severity: +0.300 / day
 
* Severity: +0.300 / day
* Treatment: -1.000 severity / day <br>(at 100% quality)
+
* Treatment: -0.700 severity / day <br>(at 100% quality)
 
|
 
|
 
* Medicine
 
* Medicine
Resolves from:
 
*Min {{ticks/gametime|360000}}
 
*Max {{ticks/gametime|480000}}
 
 
|-
 
|-
 
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
 
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
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|
 
|
 
* Medicine (48hr per tend)
 
* Medicine (48hr per tend)
* Stomach replacement or removal
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* Stomach replacement
 
|-
 
|-
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
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| [[Muscle parasites]] || {{cross}} || Painful, impairs working.
 
*Significant tiredness.
 
*Significant tiredness.
 
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
 
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
*Also painful ({{++|20%}} pain).
 
 
||
 
||
 
* No progression
 
* No progression
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| [[Fibrous mechanites]] || {{cross}} || Very long-lasting, but ''improves'' working.
 
| [[Fibrous mechanites]] || {{cross}} || Very long-lasting, but ''improves'' working.
 
*Painful, significant tiredness.
 
*Painful, significant tiredness.
*Significantly increases [[manipulation]], [[movement speed|moving]] and [[blood pumping]] ({{+|50%}} to all).
+
*Significantly increases ({{+|50%}}) [[manipulation]], [[movement speed|moving]] and [[blood pumping]].
 
||
 
||
 
* Severity: +0.25 / day
 
* Severity: +0.25 / day
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|  
 
|  
 
* Medicine
 
* Medicine
**Prevents pain increase only
+
**Prevents severity increase only
 
Resolves from:
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Min {{ticks/gametime|900000}}
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| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
 
| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
 
*Painful, significant tiredness.
 
*Painful, significant tiredness.
*Significantly increases [[sight]], [[hearing]], and [[talking]] ({{+|50%}} to all).
+
*Significantly increases ({{+|50%}}) [[sight]], [[hearing]], and [[talking]], significantly
*Increases [[manipulation]] ({{+|30%}}).
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*Increases ({{+|30%}}) [[manipulation]].
 
||
 
||
 
* Severity: +0.25 / day
 
* Severity: +0.25 / day
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|  
 
|  
 
* Medicine
 
* Medicine
**Prevents pain increase only
+
**Prevents severity increase only
 
Resolves from:
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Min {{ticks/gametime|900000}}
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| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || ''Extremely'' long lasting blood affliction.
 
| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || ''Extremely'' long lasting blood affliction.
 
*[[Quest]] only.
 
*[[Quest]] only.
*Mild and easily treated, but can be a drain on medicine.
+
*Easily treated, but a drain on medicine.
 
||
 
||
 
* Severity: +0.40 / day
 
* Severity: +0.40 / day
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* Max {{ticks/gametime/days|60000*40}}
 
* Max {{ticks/gametime/days|60000*40}}
 
|-
 
|-
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || Complete immobility. ''Extremely'' long lasting.
+
| [[Paralytic abasia]]{{RoyaltyIcon}} || {{Cross}} || ''Extremely'' long lasting. Complete immobility.
 
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
 
*[[Quest]] or [[Events#Transport pod crash|transport pod crash]] only.
 
||
 
||
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**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**[[Skills#Medical |Medical Skill]] 5+
 
**[[Skills#Medical |Medical Skill]] 5+
Always resolves after:
+
Always resolves from:
 
* Min {{ticks/gametime/days|60000*30}}
 
* Min {{ticks/gametime/days|60000*30}}
 
* Max {{ticks/gametime/days|60000*40}}
 
* Max {{ticks/gametime/days|60000*40}}
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| [[Infant illness]]{{BiotechIcon}} || {{Check}} || Inflicted after a sick [[Reproduction#Birth|birth]] of a [[baby]].
 
| [[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.
 
*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).
+
*Uniquely, reducing severity to 0 cures the disease.
 
||
 
||
* Starts as Major severity (0.40)
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* Starts as Major severity (0.33 - 0.77)
 
* Severity gain depends on the type
 
* Severity gain depends on the type
 
** From -0.25 to +0.5 severity / day
 
** From -0.25 to +0.5 severity / day
* Immunity: +0.10 / day
 
 
* Treatment: -0.35 severity / day <br>(at 100% quality)
 
* Treatment: -0.35 severity / day <br>(at 100% quality)
 
|  
 
|  
* Medicine and bed rest
+
* Medicine
 +
Resolves from:
 +
* Min {{ticks/gametime/days|60000*8}}
 +
* Max {{ticks/gametime/days|60000*10}}
 
|-
 
|-
 
|}
 
|}
 
</li><div>
 
</li><div>
  
== Treatment ==
+
==Disease frequency==
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.
 
 
 
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]].{{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 ===
 
{{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
 
 
 
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.
 
 
 
== Disease frequency ==
 
 
 
=== Disease frequency by AI storyteller ===
 
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
 
 
 
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
 
  
 +
=== Disease frequency by [[AI_Storytellers#Difficulty|difficulty]] ===
 
{| {{STDT| c_08 text-center}}
 
{| {{STDT| c_08 text-center}}
! Difficulty !! Disease interval multiplier
+
! [[AI_Storytellers#Difficulty|Difficulty]] !! Disease interval multiplier
 
|-
 
|-
 
| Peaceful || 3
 
| Peaceful || 3
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|}
 
|}
  
=== Disease frequency by [[biomes]] ===
+
=== Disease frequency by [[Biomes|biomes]] ===
 
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
 
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
  
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[[Category:Health]]
 
[[Category:Health]]
{{Nav/disease}}
 

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