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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}} | + | <includeonly>:''Main article: [[Disease]]''</includeonly>''{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}} |
− | '''Diseases''' are | + | '''Diseases''' are medical ailments that cause pawns to suffer negative symptoms. |
− | == | + | ==Contact== |
− | Most diseases are | + | 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 | + | 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 == | + | ==Summary== |
− | Humans and animals can get diseases. | + | 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 == | + | ===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 [[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.<br>Treatment's reduction of severity depends on tend quality. 50% tend quality equals half the reduction. | '''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. | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
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! Disease!! Fatal? !! Description !! Severity !! Treatment | ! Disease!! Fatal? !! Description !! Severity !! Treatment | ||
|- | |- | ||
− | | [[Infection]] || {{Check}} || Generic infection of individual | + | | [[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 | + | *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 | + | | [[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. | + | * Severity: +0.84 / day |
− | * Immunity: +0. | + | * Immunity: +0.644 / day |
− | * Treatment: -0. | + | * 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. | + | * Severity: +0.249 / day |
− | * Immunity: +0. | + | * Immunity: +0.238 / day |
− | * Treatment: -0. | + | * 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 | ||
|| | || | ||
− | * | + | * No progression |
| | | | ||
* Surgery | * Surgery | ||
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|- | |- | ||
| [[Lung rot]] || {{Check}} || | | [[Lung rot]] || {{Check}} || | ||
− | Occurs | + | 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: - | + | * Treatment: -0.700 severity / day <br>(at 100% quality) |
| | | | ||
* Medicine | * Medicine | ||
− | |||
− | |||
− | |||
|- | |- | ||
| [[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 | + | * Stomach replacement |
|- | |- | ||
− | | [[Muscle parasites]] || {{cross}} || | + | | [[Muscle parasites]] || {{cross}} || Painful, impairs working. |
*Significant tiredness. | *Significant tiredness. | ||
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}). | *Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}). | ||
− | |||
|| | || | ||
* 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]] | + | *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 | + | **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]] ({{+| | + | *Significantly increases ({{+|50%}}) [[sight]], [[hearing]], and [[talking]], significantly |
− | + | *Increases ({{+|30%}}) [[manipulation]]. | |
|| | || | ||
* Severity: +0.25 / day | * Severity: +0.25 / day | ||
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| | | | ||
* Medicine | * Medicine | ||
− | **Prevents | + | **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. | ||
− | * | + | *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}} || | + | | [[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 | + | 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 | + | *Uniquely, reducing severity to 0 cures the disease. |
|| | || | ||
− | * Starts as Major severity (0. | + | * 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 | ||
− | |||
* Treatment: -0.35 severity / day <br>(at 100% quality) | * Treatment: -0.35 severity / day <br>(at 100% quality) | ||
| | | | ||
− | * Medicine | + | * Medicine |
+ | Resolves from: | ||
+ | * Min {{ticks/gametime/days|60000*8}} | ||
+ | * Max {{ticks/gametime/days|60000*10}} | ||
|- | |- | ||
|} | |} | ||
</li><div> | </li><div> | ||
− | + | ==Disease frequency== | |
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+ | === 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]] | ||
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