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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>''Note: This article is about treatable illnesses.  For physical damage, see [[Injury]].  For other health conditions, see [[Ailments]].
 +
 
 +
<onlyinclude>[[Colonist|Colonists]] sometimes contract diseases. These can occur through random [[events]] that vary by biome and difficulty (except for [[Disease#Infection|infections]], which have a random chance of developing from an [[injury]]).</onlyinclude>
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==Effects==
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Diseases cause infected colonists to suffer symptoms, which can vary from diseases to disease. Diseases progress through stages of intensity until either the colonist develops or the disease runs its course, usually leading to death. Diseases progression generally follows a pattern of minor -> major -> extreme. The more severe the disease, the more dramatic the symptoms.
 +
 
 +
==Treatment==
 +
At regular intervals, a resting colonist can be treated by a doctor.  This slows the progression of symptoms, and for most diseases it is very important to treat the colonist as often as possible.  You cannot give a new treatment until the last one has expired, and you can see the remaining time by hovering over the disease in the colonist's health tab.  The treatment interval varies for each disease.
  
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
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'''Treatment Quality''' is determined by a variety of factors, including the doctor's skill and the quality of [[medicine]] used.
  
== Contract ==
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'''Immunity:''' Colonists will gradually develop immunity to some diseases, such as [[Disease#infection|infections]] or [[Disease#plague|plague]].  When immunity reaches 100%, the symptoms will not immediately disappear, but the colonist is safe and no longer needs any treatment. If the disease symptoms progress past "extreme" before immunity reaches 100%, the colonist will die. [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and blood filtration.
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:
 
*[[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]].
 
*[[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.
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'''[[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]]s are more susceptible to sickness than younger ones. Colonists with only one kidney have their blood filtration reduced by 50%.
  
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
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==Diseases==
 +
Most diseases have the following:
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*General Symptoms - initial symptoms that develop 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 gets worse).
 +
*Treatment - some illnesses are treatable with [[medicine]], but not all diseases are treatable.
  
== Summary ==
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===Flu===
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.
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{{:Flu}}
  
== Diseases ==
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===Plague===
'''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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{{:Plague}}
<div><li style="display: inline-table;">
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{| {{STDT| c_10 text-left}}
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===Malaria===
|-
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{{:Malaria}}
! Disease!! Fatal? !! Description !! Severity !! Treatment
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|-
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===Infection===
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].
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{{:Infection}}
*Fast moving and dangerous.
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** < 1.25 days to kill if untreated. <1.5 days for immunity.
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===Sleeping Sickness===
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)
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{{:Sleeping Sickness}}
|
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* Severity: +0.84 / day
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===Gut Worms===
* Immunity: +0.644 / day
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A parasitic disease which doubles that rate at which colonists become hungry.
* Treatment: -0.53 severity / day <br>(at 100% quality)
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|
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Can be contracted in the following biomes: arid shrubland, desert, extreme desert, boreal forest, tundra, temperate forest, and tropical rainforest.
* Bed rest and medicine
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* Amputation of infected body part
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General Symptoms:
|-
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* Increaser hunger rate (200% of base)
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
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* Increased vomit rate (to average once per day)
*Non-elderly adults can survive without treatment, with just bedrest.
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*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
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Advanced Symptoms:
|
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* None
* Severity: +0.249 / day
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* Immunity: +0.239 / day
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Treatment:
* Treatment: -0.077 severity / day <br>(at 100% quality)
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* Treated with medicine
|
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* Treatment duration: {{ticks|120000}}
* Bed rest and medicine
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* Treatment count: 5
|-
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| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
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===Muscle Parasites===
* Attacks [[blood filtration]], slowing immunity speed.
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A parasitic disease hampering the muscles.
* Later stages cause [[pain]] and reduces [[consciousness]].
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|
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General Symptoms:
* Severity: +0.370 / day
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* Impaired manipulation (-30%)
* Immunity: +0.314 / day
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* Impaired movement speed (-30%)
* Treatment: -0.232 severity / day<br>(at 100% quality)
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|
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Advanced Symptoms:
* Bed rest and medicine
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* None
|-
 
| [[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>
 
  
== Treatment ==
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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.
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* Treated with medicine
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* Treatment duration: {{ticks|120000}}
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* Treatment count: 5
  
There are 3 types of diseases to tend to:
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===Fibrous Mechanites===
* 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]].
+
A [[Mechanoid]] disease which brings mild pain in early stages but boosts several attributes.
* 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.
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General Symptoms:
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* Tiredness (*170%)
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* Mild pain (+0.2)
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* Improved manipulation (+50%)
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* Improved movement speed (+50%)
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* Improved blood pumping (+50%)
  
=== Immunity gain ===
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Advanced Symptoms:
{{Main|Immunity Gain Speed}}
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* Intense pain (+0.6)
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:
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* No additional stat boosts over early stages
* 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:
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Treatment:
* '''[[Food]]''': Pawns above 12.5% [[Saturation]] do not have any penalties to immunity.
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* Treated with or without medicine, though medicine speeds up recovery
* '''[[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.
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* Treatment duration: {{ticks|120000}}
* '''Age''': As a pawn gets closer to and past their species' life expectancy, immunity gain speed decreases.
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* Can disappear without treatment as early as {{ticks|900000}}
** 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}}
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* Can last without treatment as long as {{ticks|1800000}}
* '''[[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.
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===Sensory Mechanites===
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A [[Mechanoid]] disease which brings mild pain in early stages but boosts sensory perception.
  
== Disease frequency ==
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General Symptoms:
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* Mild pain (+0.2)
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* Improved sight (+50%)
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* Improved hearing (+50%)
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* Improved talking (+50%)
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* Improved manipulation (+30%)
  
=== Disease frequency by AI storyteller ===
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Advanced Symptoms:
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.  
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* Intense pain (+0.6)
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* No additional stat boosts over early stages
  
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
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Treatment:
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* Treated with or without medicine, though medicine speeds up recovery
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* Treatment duration: {{ticks|120000}}
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* Can disappear without treatment as early as {{ticks|900000}}
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* Can last without treatment as long as {{ticks|1800000}}
  
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==Disease Frequency==
 
{| {{STDT| c_08 text-center}}
 
{| {{STDT| c_08 text-center}}
 +
|+ '''Disease frequency by difficulty'''
 
! Difficulty !! Disease interval multiplier
 
! Difficulty !! Disease interval multiplier
 
|-
 
|-
| Peaceful || 3
+
| Free Play || 3
|-
 
| Community builder || 2.5
 
 
|-
 
|-
| Adventure story || 1.3
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| Basebuilder || 1.5
 
|-
 
|-
| Strive to survive || 1.0
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| Rough || 1.0
 
|-
 
|-
| Blood and dust || 0.95
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| Challenge || 1.0
 
|-
 
|-
| Losing is fun || 0.9
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| Extreme || 0.9
 
|-
 
|-
 
|}
 
|}
  
=== Disease frequency by [[biomes]] ===
 
{{stub|section=1|reason = Use [[Biomes]] as references but playtest against the last version or just inspect source code and resource files.}}
 
 
== 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}}
 

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