Difference between revisions of "Immunity Gain Speed"

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(Cleaned up. Added some details. Questioned existence of InfectionLuck factor.)
(I need get into the habit of editing the whole page instead of just the one section)
 
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{{Rewrite|reason=Cleanup needed}}{{Stat
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{{Stub|reason= [[Genes]] and order of operations}}{{Stat
 
| Default Base Value = 1.0
 
| Default Base Value = 1.0
 
| to string style = PercentZero
 
| to string style = PercentZero
| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will die from the disease before developing immunity.
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| description = The speed at which this character gains immunity to [[disease]]s. If this is too slow, the character will [[Death|die]] from the disease before developing immunity.
}} Base value is 100%.
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}} Base value is 100%. The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.
  
In addition to this stat, real immunity gain is affected by the medical tend quality, and each infection has its own InfectionLuck factor which adjusts the final gain by 80% (Bad luck) to 120% (Good luck).{{Check Tag|Verification needed. Not true for plague. What about infections?}}
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While this stat can be seen in-game, the '''actual immunity gain speed''', measured in percentage per [[Time|day]], is hidden but can be deduced from thorough observations. It is calculated as a product of:
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* Base immunity gain speed for the particular disease. For example, 23.88% per day for [[Flu#Humans|human Flu]].
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* InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).
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: ''Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed "InfectionLuck" and ID of 1947.''
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* Immunity Gain Speed stat.
  
==Factors==
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Immunity gain speed is '''not''' affected by medical tend quality.
Immunity gain speed is determined by many factors multiplicatively.
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==Stat factors==
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Immunity Gain Speed stat is determined by many factors multiplicatively.
  
 
===Capacities===
 
===Capacities===
[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max.
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[[Blood Filtration]]: [[Blood Filtration Importance::0.5|50%]] importance. No allowed defect. [[Blood Filtration Limit::-|No]] Max. So,
* Reduced by [[Malaria]]
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: {{math|Blood filtration factor {{=}} Blood Filtration ÷ 2 + 50%}}
* 100% unless reduced by damaged or missing [[Kidney]] (pawn has two, at 50% each)
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Notable facts:
* 170% with [[Luciferium]]
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* [[Malaria]] progressively reduces Blood Filtration.
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* A missing [[Kidney]] reduces Blood Filtration by 50%. This alone results in a Blood filtration factor of 75%.
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* [[Cancer]] progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or [[Liver]].
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* [[Luciferium]] adds 70% to Blood Filtration. This alone results in a Blood filtration factor of 135%.
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* [[Detoxifier kidney]]s each add 5% Blood Filtration each compared to a healthy kidney. This alone results in a blood filtration factor of 102.5% (105% with two).
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** This is mutually exclusive with [[Immunoenhancer]]s
  
 
===Saturation===
 
===Saturation===
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[[Rest]] need:
 
[[Rest]] need:
 
* 100%: Rested
 
* 100%: Rested
* 96%: Tired
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* 96%: Tired (corresponds to [[Thoughts#Exhaustion|Drowsy]] thought)
* 92%: Very tired
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* 92%: Very tired (corresponds to [[Thoughts#Exhaustion|Tired]] thought)
* 80%: Exhausted
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* 80%: Exhausted (corresponds to [[Thoughts#Exhaustion|Exhausted]] thought)
  
 
In Bed:
 
In Bed:
* 100%: When not resting in a bed or on a sleeping spot.
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* 95%: When resting/sleeping in an [[ancient bed]] {{IdeologyIcon}}.
* 105%: When resting in an [[animal sleeping box]].
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* 100%: When not resting/sleeping or when resting/sleeping on the floor, ground or ([[animal sleeping spot|animal]] / [[double sleeping spot|double]] / [[baby sleeping spot|baby]] {{BiotechIcon}}) [[sleeping spot]].
* 107%: When resting in an [[animal bed]], single [[bed]], [[double bed]] or [[Royal bed]].
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* 105%: When resting/sleeping in a ([[double bedroll|double]]) [[bedroll]] or [[animal sleeping box]].
* 111%: When resting in a [[hospital bed]].
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* 107%: When resting/sleeping in an [[animal bed]], ([[double bed|double]]) [[bed]], [[royal bed]], ([[slab double bed|double]]) [[slab bed]] {{IdeologyIcon}} or [[deathrest casket]] {{BiotechIcon}}.
* Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.
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* 111%: When resting/sleeping in a [[hospital bed]].
* Attaching a [[Vitals monitor]] to a bed increases that value by 2% additively, so 113% when attached to a [[Hospital bed]], 109% for any other bed that's set to medical. A vitals monitor can be attached to up to 8 adjacent beds, but only one vitals monitor can be attached per bed. The effects of multiple vitals monitors do not stack.
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* 113%: When resting/sleeping in a hospital bed with attached [[vitals monitor]].
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''Note that quality of the bed only influences the [[Rest Effectiveness|rest effectiveness]], not the immunity gain speed.''
  
 
Resting:
 
Resting:
* 100%: Not resting
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* 100%: Not resting. Also, when [[downed]], despite visually lying.
* 110%: Resting
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* 110%: Resting, sleeping or [[Recreation#Activities_table|skygazing]] (cloudwatching, stargazing, etc).
  
 
===Age===
 
===Age===
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{{Stub|section=1|reason=Verify the effect of things that affect life span, such as the [[Genes#Mild cell instability|cell instability]] gene, then provide examples for the resulting lifespans in the Age/IGS table - if verified, also verify on [[Disease]]}}
 
Generally, the multiplier for age follows a curve defined by 5 points.
 
Generally, the multiplier for age follows a curve defined by 5 points.
 
{| class="wikitable"
 
{| class="wikitable"
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Past age 100, it continues to gradually decrease until it hits 50% at age 120 and stays at 50% thereafter.
 
Past age 100, it continues to gradually decrease until it hits 50% at age 120 and stays at 50% thereafter.
  
===Misc===
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=== Misc ===
*[[Immunoenhancer]]: +8% per, 16% max.
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* [[Immunoenhancer]]: {{+|8%}} per, {{+|16%}} max
*[[Traits#Super-immune|Super-immune trait]]: +30%.
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** This is mutually exclusive with [[Detoxifier kidney]]s
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* [[Super-immune]] trait: {{+|30%}}
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* [[Moral guide]]'s Preach Health ability {{IdeologyIcon}}: {{+|25%}}
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* [[Genes#Strong immunity|Strong immunity]] gene {{BiotechIcon}}: {{+|10%}}
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* [[Genes#Super immunity|Super Immunity]] gene {{BiotechIcon}}: {{+|50%}}
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* [[Genes#Perfect immunity|Perfect immunity]] gene {{BiotechIcon}}: No effect, prevents most common disease but does not cure existing disease
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* [[Genes#Inbred|Inbred]] gene {{BiotechIcon}}: {{Bad|x85%}}
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* [[Genes#Mild cell instability|Mild cell instability]] gene {{BiotechIcon}}: {{Bad|x96%}}, {{Bad|x300%}} [[Cancer]] rate
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* [[Genes#Major cell instability|Major cell instability]] gene {{BiotechIcon}}: {{Bad|x92%}}, {{Bad|x500%}} Cancer rate
  
 
== Version history ==
 
== Version history ==

Latest revision as of 04:17, 13 April 2024

Immunity Gain Speed is a stat: The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. Base value is 100%. The value shown in-game is rounded to the nearest whole percent, while exact value is used in calculations.

While this stat can be seen in-game, the actual immunity gain speed, measured in percentage per day, is hidden but can be deduced from thorough observations. It is calculated as a product of:

  • Base immunity gain speed for the particular disease. For example, 23.88% per day for human Flu.
  • InfectionLuck, a pseudorandom factor ranging from 80% (Bad luck) to 120% (Good luck). It is set independently for each disease instance (when multiple pawns are affected by a disease outbreak, each of them gets their own disease instance). Wound infections in different organs of the same pawn are different instances, but only InfectionLuck of the oldest active infection comes into play (and only one infection immunity develops in organism, opposing all infection instances).
Technical details. InfectionLuck is not stored in save file. Instead, it is calculated as a pseudorandom value depending on the world's seed (seedString) and disease's hediff ID (loadID). For example, it is ≈81.7511% for seed "InfectionLuck" and ID of 1947.
  • Immunity Gain Speed stat.

Immunity gain speed is not affected by medical tend quality.

Stat factors[edit]

Immunity Gain Speed stat is determined by many factors multiplicatively.

Capacities[edit]

Blood Filtration: 50% importance. No allowed defect. No Max. So,

Blood filtration factor = Blood Filtration ÷ 2 + 50%

Notable facts:

  • Malaria progressively reduces Blood Filtration.
  • A missing Kidney reduces Blood Filtration by 50%. This alone results in a Blood filtration factor of 75%.
  • Cancer progressively reduces efficiency in the body part affected, potentially reducing Blood Filtration if it is in the Kidneys or Liver.
  • Luciferium adds 70% to Blood Filtration. This alone results in a Blood filtration factor of 135%.
  • Detoxifier kidneys each add 5% Blood Filtration each compared to a healthy kidney. This alone results in a blood filtration factor of 102.5% (105% with two).

Saturation[edit]

Hunger/Food:

  • 100%: Fed or Hungry
  • 90%: Urgently Hungry (corresponds to Ravenously Hungry)
  • 70%: Starving (corresponds to Malnourished)

Rest[edit]

Rest need:

  • 100%: Rested
  • 96%: Tired (corresponds to Drowsy thought)
  • 92%: Very tired (corresponds to Tired thought)
  • 80%: Exhausted (corresponds to Exhausted thought)

In Bed:

Note that quality of the bed only influences the rest effectiveness, not the immunity gain speed.

Resting:

  • 100%: Not resting. Also, when downed, despite visually lying.
  • 110%: Resting, sleeping or skygazing (cloudwatching, stargazing, etc).

Age[edit]

Generally, the multiplier for age follows a curve defined by 5 points.

Age Multiplier
0.65 * Life Expectancy 100%
0.80 * Life Expectancy 95%
1.00 * Life Expectancy 90%
1.20 * Life Expectancy 80%
1.50 * Life Expectancy 50%

As life expectancy is 80 for Humans, the following are approximate values for them.

Age Immunity Gain Speed
<54 100%
54 99%
56 98%
59 97%
61 96%
63 95%
66 94%
69 93%
72 92%
76 91%
79 90%
81 89%
83 88%
85 87%
86 86%
88 85%
89 84%
91 83%
93 82%
94 81%
96 80%
97 79%
98 78%
99 76%
100 75%

Past age 100, it continues to gradually decrease until it hits 50% at age 120 and stays at 50% thereafter.

Misc[edit]

Version history[edit]