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<includeonly>''Main Article: [[Malaria]]''</includeonly>  
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<includeonly>''Main Article: [[Malaria]]''</includeonly>
Malaria is a potentially [[death|fatal]] [[disease]] that can be contracted by colonists in any biome, but is frequent in the jungle.
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=Overview=
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Malaria is a [[disease]] in RimWorld that can be contracted by colonists in any biome, but it's easier to contract in the jungle. General symptoms include impaired consciousness, blood filtration - and eventually pain, vomiting, and impaired manipulation. Advanced symptoms include frequent vomiting along with a loss of consciousness, and death.  
  
==Overview==
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As there's no reliable way to calculate the time to develop immunity due to Malaria's nature, the figures are calculated assuming 94.7% blood filtration (the 'average' blood filtration throughout all stages of the disease), giving the closest possible to a perfectly accurate result
{{TOCright}}General symptoms include impaired consciousness, blood filtration - and eventually pain, vomiting, and impaired manipulation. Advanced symptoms include frequent vomiting along with a loss of consciousness, and death. As Malaria affects blood filitration, the pawn's immune system becomes less effective as it progressive.
 
  
If left untreated, Malaria can kill the affected person in 2.701 days from discovery. It takes around 3.106 days to develop immunity to Malaria; assuming the affected colonist is rested in an ordinary bed for the whole time, has nothing else affecting blood filtration, is well-fed, and under the age of 40. These figures are calculated assuming 91.35% blood filtration (the 'average' blood filtration throughout all stages of the disease); due to Malaria's nature, there's no reliable way to calculate the time to develop immunity.
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If left untreated, Malaria can kill the affected person in 2.701 days from discovery. <br>
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Good treatment can slow the disease to the point where it will take 16.444 days to kill.
  
=== Prevention ===
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It takes around 3.819 days to develop immunity to Malaria; assuming the affected colonist is rested in an ordinary bed for the whole time, has nothing else affecting blood filtration, is well-fed, and under the age of 40.
[[Penoxycyline]] prevents colonists from falling sick to the Malaria, but does nothing to stop an infection already in progress.
 
  
==Stages==
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=Stages=
====Minor====
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====Minor (Hidden) - Severity: 0 - 0.62====
*-10% [[Blood Filtration]]
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*No effects on the affected colonist
*-5% [[Consciousness]]
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*Buildup to the 63% head start that Malaria has.
  
====Major ====
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====Minor - Severity: 0.63 - 0.77====
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*-10% Blood Filtration
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*-5% Consciousness
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====Major - Severity: 0.78 - 0.9====
 
*Vomiting every 1.5 days (36 hours) on average.
 
*Vomiting every 1.5 days (36 hours) on average.
*+30% [[Pain]]
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*+30% Pain
*-20% [[Blood Filtration]]
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*-20% Blood Filtration
*-12% [[Consciousness]]
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*-12% Consciousness
*-8% [[Manipulation]]
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*-8% Manipulation
  
====Extreme====
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====Extreme - Severity: 0.91 - 1====
 
*Vomiting every 0.75 days (18 hours) on average.
 
*Vomiting every 0.75 days (18 hours) on average.
*Loss of [[Consciousness]]
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*Loss of Consciousness
*+30% [[Pain]]
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*+30% Pain
*-22% [[Blood Filtration]]
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*-22% Blood Filtration
*-10% [[Manipulation]]
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*-10% Manipulation
*[[Death]] at 1 severity .
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*Death
 
 
==Progression==
 
===Stages===
 
This disease is detected immediately. Severity goes up over time, and is slowed by treatment until immunity is reached.
 
*Minor - Severity: 0.0 - 0.77
 
*Major - Severity: 0.78 - 0.9
 
*Extreme - Severity: 0.91 - 0.99
 
*Death - Severity: 1
 
 
 
===Humans===
 
*When not immune, severity increases by 0.3702 per day.
 
*When immune, severity decreases by 0.7297 per day.
 
*Immunity increases by a base rate of 0.3145 per day when sick.
 
*Treatment slows progression by a maximum of 0.232 per day.
 
  
==Treatment==
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===Progression===
{{See also|Immunity Gain Speed}}
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*When not immune, severity increases by 0.137 per day.
It's especially important that affected colonists are rested while they fight off Malaria due to its effect on Blood Filtration, and that you have plenty of medicine and a skilled doctor in hand. As with any other disease, you'll also want to make sure that the patient is well fed, rests as much as possible, and that they're promptly treated.
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*When immune, severity decreases by 0.27 per day.
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*Immunity increases by 0.12 per day when sick.
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*Treatment slows progression by a maximum of 0.2 per day.
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**This means the disease will regress at 0.063 per day, enough to cause it to briefly vanish from sight if well-treated.
  
Treatment is administered once every 12 hours. On a pawn that constantly rests, with 100% pre-Malaria [[Immunity Gain Speed]], you'll need at least 7% average treatment quality in order to sufficiently slow down Malaria's progress to the point where it doesn't kill the patient. With a [[hospital bed]] and [[vitals monitor]], colonists can survive without treatment. However, this is far slower than treatment, even without medicine.
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=Overcoming Malaria=
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It's especially important that affected colonists are rested while they fight off Malaria due to its effect on Blood Filtration, and that you have plenty of medicine and a skilled doctor in hand. As with any other disease, you'll also want to make sure that the patient is well fed, and that they're promptly treated.
  
=== Vulnerable ===
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Administering [[Penoxycyline]] instantly boosts immunity to 61%, though this is not useful as malaria has a head-start of 61% before being detectable.
For those with a base immunity gain rate of 37% or less, there is no chance that they will be able to survive malaria normally, even with 100% treatment quality for all treatments and rest in a hospital bed with vitals monitor connected. This includes people well past their [[Life Expectancy]], and/or people with kidney and liver damage. Malaria can also be deadly if a pawn does not get enough treatment or rest.
 
  
To save the colonist, you can do the following:
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====Treating Normal People (<40 Years Old)====
* Administer [[healer mech serum]] - instantly treats the disease
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You will need at least 36% average treatment quality in order to sufficiently slow down Malaria's progress to the point where it doesn't kill the patient.
* Administer [[luciferium]] - if pawn has 22% or more immunity gain speed remaining initially, this gives pawn a chance to survive
 
* Perform an [[Health#Transplants|organ transplant]] for pawns with damage to their [[liver]] or [[kidney]]s. There are no direct [[Artificial body parts#Body - Organs|artificial replacements]] for these organs, so you will have to acquire a "[[Human resources#Organ harvesting|donor]]".
 
* Install up to two [[immunoenhancer]]s {{RoyaltyIcon}} for 8% per enhancer installed. Note that these require a kidney to be present for them to be installed into, so a transplant might be required if they are missing. Damaged kidneys are sufficient however.
 
* Use the medic cycle of a [[Biosculpter pod]]{{IdeologyIcon}}.
 
* Place the patient in a [[cryptosleep casket]] until you have one of the above.
 
  
== Version history ==
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The following combinations of doctoring skill and medicine are capable of achieving 36% treatment quality (assuming a perfectly healthy, unmodified doctor, the patient is rested and well-fed at all times, and treatment is administered immediately) - you'll generally want to aim above these thresholds for safety though; these combinations are just the bare minimum required, and aren't guaranteed to work out:
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*Level 1 Medicine skill and [[Glitterworld medicine]]
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*Level 4 Medicine skill and ordinary [[Medicine]]
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*Level 7 Medicine skill and [[Herbal medicine]]
  
In an earlier version (Alpha 17?) sufficiently good treatment could cause malaria to regress. This combined with the fact that malaria had a hidden stage back then meant that the disease could be "cured" and subsequently reappear several times, until the pawn finally gains immunity.
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====Treating the Elderly (80+ Years Old)====
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As standard, you'll need to be more generous with doctors and medicine to ensure that old colonists survive. You will need at least 65% average treatment quality in order for the affected individual to have a chance of surviving. Again, this is a bare minimum and you should generally look towards more potent combinations than the following in order for guaranteed survival:
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*Level 3 Medicine skill and Glitterworld medicine
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*Level 8 Medicine skill and ordinary Medicine
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*Level 15 Medicine skill and Herbal medicine
  
 
<noinclude>{{Nav/disease}}</noinclude>
 
<noinclude>{{Nav/disease}}</noinclude>
[[Category:Disease]]
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[[Category: Disease]]

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