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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 temporary and treatable ailments, that pass away after a certain amount of time or treatment.
+
'''Diseases''' are medical ailments that cause pawns to suffer negative symptoms.  
  
 
== Contract ==
 
== Contract ==
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== 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]]. Tend Quality is determined by a variety of factors, including the doctor's [[skill]] and the quality of [[Doctoring|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. 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 [[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.
 +
 +
=== Immunity gain ===
 +
{{Main|Immunity Gain Speed}}
 +
Immunity gain is controlled by several factors.
 +
* Base immunity gain speed for the particular disease.
 +
* InfectionLuck
 +
* The Immunity Gain Speed stat of the patient
 +
 +
[[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, 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 that affect the pawns lifespan such as [[Genes#Mild cell instability|cell instability]]{{BiotechIcon}} also affect this progression.
 +
* [[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.
 +
 +
== Disease frequency ==
 +
 +
=== Disease frequency by AI storyteller ===
 +
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
 +
 +
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
 +
 +
{| {{STDT| c_08 text-center}}
 +
! Difficulty !! Disease interval multiplier
 +
|-
 +
| Peaceful || 3
 +
|-
 +
| Community builder || 2.5
 +
|-
 +
| Adventure story || 1.3
 +
|-
 +
| Strive to survive || 1.0
 +
|-
 +
| Blood and dust || 0.95
 +
|-
 +
| Losing is fun || 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.}}
  
 
== Diseases ==
 
== Diseases ==
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! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
! Disease!! Fatal? !! Description !! Severity !! Treatment  
 
|-
 
|-
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].  
+
| [[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 severity (>0.87). ({{++|5%}} to {{++|12%}} pain)  
+
*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 disease.
+
| [[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: +0.249 / day
+
* Severity: +0.84 / day
* Immunity: +0.239 / day
+
* Immunity: +0.644 / day
* Treatment: -0.077 severity / day <br>(at 100% quality)
+
* 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: +0.370 / day
+
* Severity: +0.249 / day
* Immunity: +0.314 / day
+
* Immunity: +0.238 / day
* Treatment: -0.232 severity / day<br>(at 100% quality)
+
* 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
 
||
 
||
* Kills in 5 days, unless cured
+
* No progression
 
|  
 
|  
 
* Surgery
 
* Surgery
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|-
 
|-
 
| [[Lung rot]] || {{Check}} ||  
 
| [[Lung rot]] || {{Check}} ||  
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
+
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: -1.000 severity / day <br>(at 100% quality)
+
* Treatment: -0.700 severity / day <br>(at 100% quality)
 
|
 
|
 
* Medicine
 
* Medicine
Resolves from:
 
*Min {{ticks/gametime|360000}}
 
*Max {{ticks/gametime|480000}}
 
 
|-
 
|-
 
| [[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 or removal
+
* Stomach replacement
 
|-
 
|-
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
+
| [[Muscle parasites]] || {{cross}} || Painful, impairs working.
 
*Significant tiredness.
 
*Significant tiredness.
 
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
 
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
*Also painful ({{++|20%}} pain).
 
 
||
 
||
 
* No progression
 
* No progression
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|  
 
|  
 
* Medicine
 
* Medicine
**Prevents pain increase only
+
**Prevents severity increase only
 
Resolves from:
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Min {{ticks/gametime|900000}}
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|  
 
|  
 
* Medicine
 
* Medicine
**Prevents pain increase only
+
**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.
*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
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* 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.
 
||
 
||
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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 after:
+
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 (no immunity required).
+
*Uniquely, reducing severity to 0 cures the disease.
 
||
 
||
* 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 by AI storyteller ===
 
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
 
 
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
 
 
{| {{STDT| c_08 text-center}}
 
! Difficulty !! Disease interval multiplier
 
|-
 
| Peaceful || 3
 
|-
 
| Community builder || 2.5
 
|-
 
| Adventure story || 1.3
 
|-
 
| Strive to survive || 1.0
 
|-
 
| Blood and dust || 0.95
 
|-
 
| Losing is fun || 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 history ==
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[[Category:Health]]
 
[[Category:Health]]
{{Nav/disease}}
 

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