Difference between revisions of "Disease"

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(Added Blood Rot, Paralytic Abasia, and moved Scaria to lethal diseases)
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Treatment:
 
Treatment:
 
*Medicine
 
*Medicine
 
===Blood Rot===
 
Main Page: [[Blood Rot]]
 
 
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
 
 
===Scaria===
 
Main Page: [[Scaria]]
 
  
 
==Non-fatal==
 
==Non-fatal==
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{{:Sensory mechanites}}
 
{{:Sensory mechanites}}
  
===Paralytic Abasia===
+
 
''Main Article: [[Paralytic abasia]]''
+
===Scaria===
 +
Main article:{{:Scaria}}
  
 
==Disease Frequency==
 
==Disease Frequency==

Revision as of 03:53, 28 May 2020

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

Note: This article is about treatable illnesses. For physical damage, see Injury. For other health conditions, see Ailments.

Colonists sometimes contract diseases. Diseases most often occur through random events that vary by biome and difficulty. Infections have a random chance of developing from an injury regardless of biome.

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.

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 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.

Treatment Quality is determined by a variety of factors, including the doctor's skill and the quality of medicine used. Progression of the disease is slowed depending on how good the treatment was.

Immunity: Colonists will gradually develop immunity to potentially fatal diseases, such as wound infections or 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 chronic diseases.

Fatal diseases

The below diseases have the potential to kill affected colonists if not treated well.

Flu

Main Page: 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

Plague

Main Page: 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

Malaria

Main Page: 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

Infection

Main Page: Infection

Occurs in open wounds, frostbite, and burns when left untreated or in unsanitary environments. Progresses and kills rapidly if poorly treated.

General Symptoms:

  • Mild pain
  • Reduced Consciousness

Advanced Symptoms:

  • Loss of Consciousness
  • Excruciating Pain
  • Breathing difficulties

Treatment:

  • Medicine
  • Amputating the affected part

Sleeping Sickness

Main Page: 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

Non-fatal

These diseases cannot kill the colonist but can hamper effectiveness.

Gut Worms


Parasitic worms in the gut. They cause vomiting. They also consume the victim's food, which increases hunger.

— Description

Gut worms are a parasitic disease that infects the stomach, causing pain and nausea and doubling the host's hunger rate.

Stages

General

Progression

Gut Worms do not increase in severity over time, nor are they cured over time. Direct treatment is the primary way to cure it.

Treatment

Gut Worms will be cured when the treatments performed on it reach a cumulative tend quality of 300%, thus it is important to maximize the Medical Tend Quality of the Doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, or 120,000 ticks (33.33 mins)) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.

Other treatments


Muscle Parasites

Muscle parasites are a parasitic disease hampering the muscles, decreasing their effectiveness. The disease does not kill the patient.

Effects

Progression

Muscle parasites do not increase in severity over time, nor are they cured over time. Direct treatment is the primary way to cure it.

Treatment

Muscle parasites will be cured when the treatments performed on it reach a cumulative quality of 300%, thus it is important to maximize the Medical Tend Quality of the Doctor performing the tending and the quality of the medicine used. It takes 48 ingame hours (2 days, 120,000 ticks (33.33 mins)) between each treatment. For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 1 at 130% plus 2 at 85%.

Other Treatments

Trivia

In real life, humans can become infected by eating infected pork, or wild carnivores such as fox, cat, or bear.

Unlike in-game, muscle parasites can kill in real life.

Version history

Prior to Beta 19, muscle parasites always required 5 treatments regardless of quality.



Fibrous Mechanites

Fibrous Mechanites is a mechanite disease that dramatically boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.

Overview

Fibrous Mechanites give massive boosts to various stats, but also give a large modifier to Sleep Fall Rate. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. However, this "disease" remains a net positive, if you can handle the sleep.

Treatment does not cure the disease, it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.

Note that the pain will incapacitate pawns with the Wimp trait. You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycastContent added by the Royalty DLC to negate the pain, making them mobile.

Symptoms

Stage Severity Symptoms
Mild 0 - 0.49
Intense 0.5 - 1

Note: The second stage is only an increase in pain, there is no additional stat boosts over early stages

Progression

Severity increases when left untended, and slows or regresses once tended.

  • Minor - Severity: 0 - 0.49
  • Major - Severity: 0.5 - 1

Humans

  • Severity increases by 0.25 per day when not tended
  • Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality

Treatment

The only cure for this disease is time; it will fade in 1-2 quadrums.

Treatment can be applied every 48 ingame hours (2 days, or 120,000 ticks (33.33 mins)). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.

Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting healroot or making other long term plans might be wise at the first sign of this disease.

Version history



Sensory Mechanites

Sensory mechanites is a mechanite disease that boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.

Overview

Sensory Mechanites give massive boosts to certain stats, but also give a large increase to Sleep Fall Rate. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. However, this "disease" is useful if these stats are important, like a Social pawn.

Treatment does not cure the disease, it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.

Note that the pain will incapacitate pawns with the Wimp trait. You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycastContent added by the Royalty DLC to negate the pain, making them mobile.

Stages

Mild pain (0 - 0.49 severity)

Serious pain (0.5 - 1 severity)

Note

The early symptom of "Serious" pain is a bit confusing. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. Pain is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab.

Progression

Severity increases when left untended, and slows or regresses once tended.

  • Minor - Severity: 0 - 0.49
  • Major - Severity: 0.5 - 1

Humans

  • Severity increases by 0.25 per day when not tended
  • Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality

Treatment

The only cure for this disease is time; it will fade in 1-2 quadrums.

Treatment can be applied every 48 ingame hours (2 days, or 120,000 ticks (33.33 mins)). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.

Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting healroot or making other long term plans might be wise at the first sign of this disease.

Version history



Scaria

Main article:Scaria is a disease that causes afflicted animals to be permanently manhunter. If not treated, it kills affected animals in five days.

Upon death, animals with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on difficulty.

In addition, as long as an animal is afflicted with scaria, they will remain manhunter, even after recovery from being downed.

Occurrence

It appears only on manhunter animals in quests or manhunter packs, and will not infect your tamed animals normally.

Treatment

On a downed animal, it can be treated with an operation requiring both:

  • 3 medicine of industrial quality or better; and
  • A doctor with a medical skill of 8 or higher.

Analysis

Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.

Moreover, for front line melee troops, the instant corpse gas will cause lung rot very rapidly, so detoxifier lungsContent added by the Biotech DLC are a major help if melee chokepoints is the strategy against manhunters.

Financially, It is almost never worth it to cure the scaria, with the exception of Thrumbos or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.

Version history

  • 1.1.2647 - Added.
  • 1.2.2719 - Fixed a bug where curing scaria would not remove manhunting.

Disease Frequency

Disease frequency by difficulty
Difficulty Disease interval multiplier
Peaceful 3
Base builder 3
Some challenge 1.5
Rough 1.0
Intense 1.0
Extreme 0.9