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BiomeDefs\Biomes.xml
 
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<includeonly>:''Main article: [[Disease]]''</includeonly>{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
+
{{rewrite|reason=Finish table, and standardize all diseases onto a single table. Some missing information. Detail and clarity - see [[Ailments]] though that page not perfect or standardized}}
 +
<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.
+
<onlyinclude>[[Colonist]]s sometimes contract diseases. Diseases most often occur through random [[events]] that vary by [[Biomes|biome]] and [[AI_Storytellers#Difficulty|difficulty]]. [[Disease#Infection|Infections]] have a random chance of developing from an [[injury]] regardless of biome.</onlyinclude>
  
== Contract ==
+
* Note:  Infectious diseases are acquired from the world environment, not other "sick" pawns. In RimWorld, no disease is "contagious"; that is, just because a colonist becomes infected with a disease, they are not "carriers" who may make others sick. There are some diseases that are known to strike groups of colonists at the same time (e.g. [[gut worms]]), mimicking an outbreak, but pawns can be safely exposed to another pawn that has flu or plague or any ailment without fear of "catching the disease" from that source.
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.
+
==Effects==
 +
Diseases cause infected colonists to suffer symptoms, which can vary from disease to disease. Diseases progress through stages of intensity until either the colonist develops immunity 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. Diseases are not contagious and do not spread between pawns.
  
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
+
==Treatment==
 +
At regular intervals, a [[rest]]ing colonist can be treated by a [[Skills#Medicine|doctor]]. This slows the progression of symptoms and for most diseases it is critical to treat the colonist as often as possible.  You cannot give a new treatment until 3 hours before the expiry of the previous one, 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.
  
== Summary ==
+
'''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.
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.
+
 
 +
'''Immunity:''' Colonists will gradually develop immunity to potentially fatal diseases, such as wound infections or [[Disease#plague|plague]]. When immunity reaches 100%, the symptoms will not immediately disappear, but will instead tick backwards towards zero with the colonist no longer needing any treatment. If the disease symptoms progress past 100% before immunity does, the colonist will die.  [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and [[blood filtration]].
 +
 
 +
'''Blood Filtration''' is a major factor in getting better from diseases. Poor blood filtration may result in sicknesses developing faster than they would usually. Older colonists are more susceptible to sickness than younger ones. Colonists with only one [[kidney]] have their blood filtration reduced by 50%.
 +
 
 +
==Diseases==
 +
Most diseases have the following:
 +
*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 (e.g. being untreated or gets worse).
 +
*Treatment - some illnesses are treatable with medicine, but not all diseases are treatable, especially [[ailments|chronic diseases]].
  
== 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.
 
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| c_10 text-left}}
 
{| {{STDT| c_10 text-left}}
 
|-
 
|-
! Disease!! Fatal? !! Description !! Severity !! Treatment  
+
! Disease!! Fatality Potential !! Description !! Severity !! Symptoms !! Treatment  
 
|-
 
|-
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].
+
| [[Infection]] || {{Check}} || generic infection of individual wounds, fast moving and dangerous, mild symptoms unless extreme ||
*Fast moving and dangerous.  
+
* Per Day Tended: -0.53
** < 1.25 days to kill if untreated. <1.5 days for immunity.
+
* Per Day Immune: -0.70
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)
+
* Per Day Not Immune: 0.84
 +
* Per Day Sick: 0.6441
 +
* Per Day Not Sick: -0.40
 
|
 
|
* Severity: +0.84 / day
+
Severity: <0.33
* Immunity: +0.644 / day
+
* [[Pain]]: +5%
* Treatment: -0.53 severity / day <br>(at 100% quality)
+
Severity: >0.33
 +
* [[Pain]]: +8%
 +
Severity: >0.78
 +
* [[Pain]]: +12%
 +
* [[Consciousness]]: {{--|5%}}
 +
Severity: >0.87
 +
* [[Pain]]: +85%
 +
* [[Consciousness]]: '''Max 10%'''
 +
* [[Breathing]]: {{--|5%}}
 
|  
 
|  
* Bed rest and medicine
+
* Bed rest
* Amputation of infected body part
+
* Medicine
 +
* In extreme cases, amputation of the infected body part
 
|-
 
|-
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
+
| [[Flu]] || {{Check}} ||  ''relatively'' mild, with vomiting, affects [[breathing]] and [[manipulation]] ||
*Non-elderly adults can survive without treatment, with just bedrest.
+
* [[Consciousness]]: {{--|?%}}
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
+
* [[Manipulation]]: {{--|?%}}
 +
* [[Breathing]]: {{--|?%}}
 
|
 
|
* Severity: +0.249 / day
+
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
* Immunity: +0.239 / day
+
* [[Pain]]: ?%
* Treatment: -0.077 severity / day <br>(at 100% quality)
+
|
 +
* Medicine
 +
|-
 +
| [[Malaria]] || {{Check}} || painful, attacks [[blood filtration]] and [[consciousness]]; more common in jungle [[biomes]] ||
 +
* [[Consciousness]]: {{--|?%}}
 +
* [[Manipulation]]: {{--|?%}}
 +
* [[Blood Filtration]]: {{--|?%}}
 +
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
 
|  
 
|  
* Bed rest and medicine
+
* [[Consciousness]]: {{--|?%}}
 +
* [[Pain]]: ?%
 +
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
 +
|
 +
* Medicine
 
|-
 
|-
| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
+
| [[Plague]] || {{Check}} || fast moving and ''extremely'' painful ||
* Attacks [[blood filtration]], slowing immunity speed.
+
* [[Pain]]: ?%
* Later stages cause [[pain]] and reduces [[consciousness]].
+
* [[Consciousness]]: {{--|?%}}
 +
* [[Manipulation]]: {{--|?%}}
 
|  
 
|  
* Severity: +0.370 / day
+
* [[Pain]]: ?%
* Immunity: +0.314 / day
+
* [[Consciousness]]: {{--|?%}}
* Treatment: -0.232 severity / day<br>(at 100% quality)
+
* [[Breathing]]: {{--|?%}}
 
|  
 
|  
* Bed rest and medicine
+
* Medicine
 
|-
 
|-
| [[Plague]] || {{Check}} || Fast moving and ''extremely'' painful.
+
| [[Sleeping sickness]] || {{Check}} || slow-moving infection that mainly affects [[consciousness]]; native only to [[biome|rainforests and swamps]] ||
* ~1.5 days to kill if untreated.
+
* [[Pain]]: 2%
*Constant [[pain]] ({{++|20%}} to {{++|85%}}).
+
* [[Consciousness]]: {{--|2%}}
*Also reduces [[consciousness]] and [[manipulation]] (up to {{--|30%}}).
+
* [[Manipulation]]: {{--|2%}}
||
+
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
* Severity: +0.666 / day
+
|
* Immunity: +0.522 / day
+
* [[Consciousness]]: {{--|?%}}
* Treatment: -0.362 severity / day <br>(at 100% quality)
+
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
|
+
* [[Pain]]: ?%
* Bed rest and medicine
+
|  
 +
* Medicine
 
|-
 
|-
| [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|rainforests and swamps]].
+
| [[Blood rot]]{{RoyaltyIcon}} || {{Check}} || blood affliction, easily treated but ''very'' long lasting without [[glitterworld medicine]] ||
*Relatively easy to treat if rested.
+
* [[Blood Filtration]]: {{--|?%}}
* Threat is the amount of rest / medicine required.
+
* [[Blood Pumping]]: {{--|?%}}
*Mainly lowers [[consciousness]] & [[manipulation]] ({{--|2%}} to {{--|20%}}).
+
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
||
 
* Severity: +0.12 / day
 
* Immunity: +0.11 / day
 
* Treatment: -0.07 severity / day <br>(at 100% quality)
 
 
|  
 
|  
* Bed rest and medicine
+
* [[Blood Filtration]]: {{--|?%}}
 +
* [[Blood Pumping]]: {{--|?%}}
 +
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} ?
 +
|
 +
* Medicine
 +
* Surgery; {{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]; [[Skills#Medical |Medical Skill]] 5+
 
|-
 
|-
| [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s.  
+
| [[Scaria]] || {{Check}} || only affects [[animal]]s, drives them to become [[manhunter]]s, 100% fatal within 5 days if not operated on successfully||
*Exclusive to animals in [[manhunter pack]]s.
+
* Initial: 0.001
*Humans and colony animals immune.
+
|
||
+
* Berserk ([[Human]]s): MtB 1 Day
* Kills in 5 days, unless cured
+
* Manhunting (Other [[Animals]]): MtB 1 Day
 
|  
 
|  
 
* Surgery
 
* Surgery
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**[[Skills#Medical |Medical Skill]] 8+
 
**[[Skills#Medical |Medical Skill]] 8+
 
|-
 
|-
| [[Lung rot]] || {{Check}} ||  
+
| [[Gut worms]] || {{cross}} || non-fatal but painful ailment which doubles hunger rate ||  
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
+
* Initial: 0.001
* 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)
 
 
|
 
|
 +
* [[Pain]]: +20%
 +
* Vomiting: {{H:title|link=no| The mean, or average, time between occurrences|MtB}} 1 [[time|day]]
 +
* Hunger Rate: +100%
 +
|
 
* Medicine
 
* Medicine
Resolves from:
+
**48hr Tend
*Min {{ticks/gametime|360000}}
+
**Cured at 300% Tend Quality.
*Max {{ticks/gametime|480000}}
+
* Stomach replacement
 +
**[[Bionic stomach]]
 +
**[[Detoxifier stomach]] {{RoyaltyIcon}}
 +
**[[Reprocessor stomach]] {{RoyaltyIcon}}
 +
**[[Nuclear stomach]] {{RoyaltyIcon}}
 
|-
 
|-
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
+
| [[Muscle parasites]] || {{cross}} || non-fatal, impaired [[manipulation]] and [[movement speed]], significant tiredness ||
*Also painful ({{++|20%}} pain).
+
* Initial: 0.001
||  
 
* No progression
 
* Cured at 300% total Tend Quality
 
 
|
 
|
* Medicine (48hr per tend)
+
* [[Pain]]: +20%
* Stomach replacement or removal
+
* [[Manipulation]]: {{--|30%}}
|-
+
* [[Moving]]: {{--|30%}}
| [[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
 
* Medicine
**Prevents pain increase only
+
**48hr Tend
Resolves from:
+
**Cured at 300% Tend Quality.
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
 
|-
 
|-
| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
+
| [[Fibrous mechanites]] || {{cross}} || non-fatal, ''very'' long-lasting, potentially ''very'' painful, significant Tiredness but ''improves'' [[manipulation]], [[movement speed|moving]] and [[blood pumping]]||
*Painful, significant tiredness.
+
* Initial: 0.001
*Significantly increases [[sight]], [[hearing]], and [[talking]] ({{+|50%}} to all).
+
* Per Day Tended: -1.0
*Increases [[manipulation]] ({{+|30%}}).
+
* Per Day Not Immune: +0.25
||
+
|
* Severity: +0.25 / day
+
* [[Pain]]: +20%
* Treatment: -1.00 severity / day <br>(at 100% quality)
+
* Rest Fall Factor: +70%
 +
* [[Manipulation]]: {{+|50%}}
 +
* [[Moving]]: {{+|50%}}
 +
* [[Blood Pumping]]: {{+|50%}}
 +
Severity: >=0.5
 +
* [[Pain]]: +60%
 +
* Rest Fall Factor: +100%
 +
* [[Manipulation]]: {{+|50%}}
 +
* [[Moving]]: {{+|50%}}
 +
* [[Blood Pumping]]: {{+|50%}}
 
|  
 
|  
 
* Medicine
 
* Medicine
**Prevents pain increase only
+
**48hr Tend
Resolves from:
+
**Prevents severity increase only
*Min {{ticks/gametime|900000}}
+
*Disappears after {{ticks|900000}} and {{ticks|1800000}}
*Max {{ticks/gametime/days|1800000}}
 
 
|-
 
|-
| [[Organ decay]] || {{Check}} || No natural cure. Only targets specific organs.
+
| [[Sensory mechanites]] || {{cross}} || non-fatal, ''very'' long-lasting, potentially ''very'' painful, significant Tiredness but ''improves'' [[sight]], [[hearing]], and [[talking]], with some improved [[manipulation]] ||
*Causes increasingly worse pain and weakened part efficiency of the afflicted organ, ultimately destroying it at 1 severity.
+
* Initial: 0.001
*Only treatable by replacing the organ.
+
* Per Day Tended: -1.0
*Only targets the heart, lungs and kidneys.
+
* Per Day Not Immune: +0.25
*Can appear rarely as a disease event, or on [[Creepy joiner]]s.{{AnomalyIcon}}
+
|
||
+
* [[Pain]]: +20%
* Severity: +0.0166 to 0.0334 / day
+
* Rest Fall Factor: +70%
 +
* [[Manipulation]]: {{+|30%}}
 +
* [[Sight]]: {{+|50%}}
 +
* [[Hearing]]: {{+|50%}}
 +
* [[Talking]]: {{+|50%}}
 +
Severity: >=0.5
 +
* [[Pain]]: +60%
 +
* Rest Fall Factor: +100%
 +
* [[Manipulation]]: {{+|30%}}
 +
* [[Sight]]: {{+|50%}}
 +
* [[Hearing]]: {{+|50%}}
 +
* [[Talking]]: {{+|50%}}
 
|  
 
|  
* 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
 
* Medicine
* Surgery for immediate cure
+
**48hr Tend
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
+
**Prevents severity increase only
**[[Skills#Medical |Medical Skill]] 5+
+
*Disappears after {{ticks|900000}} and {{ticks|1800000}}
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>
 
</li><div>
  
== Treatment ==
+
==Fatal diseases==
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.
+
<!-- This is not strictly "alphabetical"; Infection is first, as it is the most common and not technically a "disease" per se; Scaria is last, as it only affects animals.-->
 +
 
 +
Though not all are technically "diseases", the ailments below all have the potential to kill if not treated adequately.
  
There are 3 types of diseases to tend to:
+
===Infection===
* 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]].
+
{{Main|Infection}}
* 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.
+
Not to be confused with "infectious diseases", in RimWorld an "infection" is a specific ailment which can occur in open wounds, frostbite, and burns which have either been left untreated or were treated in unsanitary environments. Progresses and kills rapidly if poorly treated.
  
=== Immunity gain ===
+
General Symptoms:
{{Main|Immunity Gain Speed}}
+
*Mild pain
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:
+
*Reduced Consciousness
* 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:
+
Advanced Symptoms:
* '''[[Food]]''': Pawns above 12.5% [[Saturation]] do not have any penalties to immunity.
+
*Loss of Consciousness
* '''[[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.
+
*Excruciating Pain
* '''Age''': As a pawn gets closer to and past their species' life expectancy, immunity gain speed decreases.
+
*Breathing difficulties
** 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.
+
Treatment:
 +
*Medicine
 +
*Amputating the affected part
  
== Disease frequency ==
 
  
=== Disease frequency by AI storyteller ===
+
===Blood rot===
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
+
{{Main|Blood rot}}
  
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
+
A bacterial disease that has little effect on host at first, but kills quickly if left untreated. Reduces blood filtration.
  
 +
General Symptoms:
 +
*Reduced Blood Filtration
 +
*Reduced Blood Pumping
 +
*Occasional Vomiting
 +
 +
Advanced Symptoms:
 +
*Greatly Reduced Blood Filtration
 +
*Greatly Reduced Blood Pumping
 +
*Frequent Vomiting
 +
 +
Treatment:
 +
*Medicine
 +
*Surgery; requiring 10 glitterworld medicine and a doctor of medical skill 5 or above
 +
 +
 +
===Flu===
 +
{{Main|Flu}}
 +
 +
Trivial disease that can be caught anywhere. Generally not fatal to healthy colonists.
 +
 +
General Symptoms:
 +
*Reduced Consciousness
 +
*Impaired Manipulation
 +
*Hindered Breathing
 +
 +
Advanced Symptoms:
 +
*Vomiting
 +
*Mild Pain
 +
 +
Treatment:
 +
*Medicine
 +
 +
 +
===Malaria===
 +
{{Main|Malaria}}
 +
 +
Disease that can be especially caught in jungles. Reduces blood filtration.
 +
 +
General Symptoms:
 +
*Reduced Blood Filtration
 +
*Slightly reduced Consciousness
 +
*Slightly hindered Manipulation
 +
*Vomiting
 +
 +
Advanced Symptoms:
 +
*Loss of Consciousness
 +
*Moderate Pain
 +
*Frequent Vomiting
 +
 +
Treatment:
 +
*Medicine
 +
 +
 +
===Plague===
 +
{{Main|Plague}}
 +
 +
Somewhat deadly disease that can be caught anywhere.
 +
 +
General Symptoms:
 +
*Moderate Pain
 +
*Somewhat Reduced Consciousness
 +
*Somewhat Reduced Manipulation
 +
 +
Advanced Symptoms:
 +
*Excruciating Pain
 +
*Loss of Consciousness
 +
*Difficulty in Breathing
 +
 +
Treatment:
 +
*Medicine
 +
 +
 +
===Sleeping sickness===
 +
{{Main|Sleeping sickness}}
 +
 +
Slow-progressing disease exclusive to the jungles of the RimWorlds.
 +
 +
General Symptoms:
 +
*Trivial Pain
 +
*Moderately reduced Consciousness
 +
*Slightly reduced Manipulation
 +
*Occasional Vomiting
 +
 +
Advanced Symptoms:
 +
*Loss of Consciousness
 +
*Frequent Vomiting
 +
*Moderate Pain
 +
 +
Treatment:
 +
*Medicine
 +
 +
 +
===Scaria===
 +
{{Main|Scaria}}
 +
 +
Found in animals only, this disease presents with similar symptoms to [[luciferium]] withdrawal, driving the victim mad, and lethal in 5 days from contraction.
 +
 +
If a creature expires from this disease, their corpse has a high chance to be rotten and not able to be butchered.
 +
 +
General Symptoms:
 +
*Manhunting in animals (''mtB 1 day'')
 +
*Berserk in humanoids (''mtB 1 day'')
 +
 +
Treatment:
 +
*Surgery; requiring 3 medicine and a doctor of medical skill 8 or above
 +
 +
==Non-fatal==
 +
These diseases cannot kill the colonist but can hamper effectiveness.
 +
 +
===Gut worms===
 +
{{:Gut worms}}
 +
 +
 +
===Muscle parasites===
 +
{{:Muscle parasites}}
 +
 +
 +
===Fibrous mechanites===
 +
{{:Fibrous mechanites}}
 +
 +
 +
===Sensory mechanites===
 +
{{:Sensory mechanites}}
 +
 +
===Paralytic abasia===
 +
{{Main|Paralytic abasia}}
 +
 +
==Disease frequency==
 +
 +
=== 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.}}
  
Line 280: Line 396:
  
 
[[Category:Health]]
 
[[Category:Health]]
{{Nav/disease}}
 

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