Editing Disease

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 15: Line 15:
 
BiomeDefs\Biomes.xml
 
BiomeDefs\Biomes.xml
 
-->
 
-->
<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 temporary and treatable ailments, that pass away after a certain amount of time or treatment.
 
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
Line 31: Line 31:
 
== Summary ==
 
== 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. 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.
 +
 +
=== Treatment ===
 +
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. 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.
 +
* 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.{{Check Tag|Verify|Does this affect their IGS stat or does it affect their immunity they actually gain only?}}
 +
* '''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.
 +
* '''[[Blood Filtration]]''': Mostly increased via [[luciferium]]. Reduced with [[kidney]] or [[liver]] damage, slightly improved with a [[detoxifier kidney]]{{BiotechIcon}}.
 +
* '''Direct boosts''': The [[Traits#Super-immune|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.
  
 
== Diseases ==
 
== Diseases ==
Line 162: Line 189:
 
*Min {{ticks/gametime|900000}}
 
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
*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.
 
| [[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
Line 192: Line 205:
 
* 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.
 
||
 
||
Line 210: Line 223:
 
*Uniquely, reducing severity to 0 cures the disease (no immunity required).
 
*Uniquely, reducing severity to 0 cures the disease (no immunity required).
 
||
 
||
* Starts as Major severity (0.40)
+
* 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 ==
 
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 ==

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: