Disease

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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.

  • 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.

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.
  • Disease Fatality Potential Description Severity Symptoms Treatment
    Infection Check.png generic infection of individual wounds, fast moving and dangerous, mild symptoms unless extreme
    • Per Day Tended: -0.53
    • Per Day Immune: -0.70
    • Per Day Not Immune: 0.84
    • Per Day Sick: 0.6441
    • Per Day Not Sick: -0.40

    Severity: <0.33

    Severity: >0.33

    Severity: >0.78

    Severity: >0.87

    • Bed rest
    • Medicine
    • In extreme cases, amputation of the infected body part
    Flu Check.png relatively mild, with vomiting, affects breathing and manipulation
    • Vomiting: MtB ?
    • Pain: ?%
    • Medicine
    Malaria Check.png painful, attacks blood filtration and consciousness; more common in jungle biomes
    • Medicine
    Plague Check.png fast moving and extremely painful
    • Medicine
    Sleeping sickness Check.png slow-moving infection that mainly affects consciousness; native only to rainforests and swamps
    • Medicine
    Blood rotContent added by the Royalty DLC Check.png blood affliction, easily treated but very long lasting without glitterworld medicine
    Scaria Check.png only affects animals, drives them to become manhunters, 100% fatal within 5 days if not operated on successfully
    • Initial: 0.001
    • Berserk (Humans): MtB 1 Day
    • Manhunting (Other Animals): MtB 1 Day
    Gut worms Ex.png non-fatal but painful ailment which doubles hunger rate
    • Initial: 0.001
    • Pain: +20%
    • Vomiting: MtB 1 day
    • Hunger Rate: +100%
    Muscle parasites Ex.png non-fatal, impaired manipulation and movement speed, significant tiredness
    • Initial: 0.001
    • Medicine
      • 48hr Tend
      • Cured at 300% Tend Quality.
    Fibrous mechanites Ex.png non-fatal, very long-lasting, potentially very painful, significant Tiredness but improves manipulation, moving and blood pumping
    • Initial: 0.001
    • Per Day Tended: -1.0
    • Per Day Not Immune: +0.25

    Severity: >=0.5

    • Medicine
      • 48hr Tend
      • Prevents severity increase only
    • Disappears after 900,000 ticks (250 mins) and 1,800,000 ticks (500 mins)
    Sensory mechanites Ex.png non-fatal, very long-lasting, potentially very painful, significant Tiredness but improves sight, hearing, and talking, with some improved manipulation
    • Initial: 0.001
    • Per Day Tended: -1.0
    • Per Day Not Immune: +0.25

    Severity: >=0.5

    • Medicine
      • 48hr Tend
      • Prevents severity increase only
    • Disappears after 900,000 ticks (250 mins) and 1,800,000 ticks (500 mins)
  • Fatal diseases

    Though not all are technically "diseases", the ailments below all have the potential to kill if not treated adequately.

    Infection

    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.

    General Symptoms:

    • Mild pain
    • Reduced Consciousness

    Advanced Symptoms:

    • Loss of Consciousness
    • Excruciating Pain
    • Breathing difficulties

    Treatment:

    • Medicine
    • Amputating the affected part


    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


    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

    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

    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

    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

    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 are a parasitic disease that infects the stomach, which doubles the host's hunger rate.

    Important note: This disease 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.

    General Symptoms:

    • Increased hunger rate (200% of base)
    • Increased vomit rate (to average once per day)
    • +15-40% Pain (-10 mood)
    • Sick (-5 mood)

    Advanced Symptoms:

    • None

    Treatment:

    • Treated with medicine
    • Treatment duration: 120,000 ticks (33.33 mins), or 2 days
    • Total treatment quality required to cure: 300%
      • For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%, or 2 treatments at 130% plus 1 at 40%.
    • It can also be instantly cured by installing a bionic stomach or other replacements to get rid of the disease and prevent any future occurrences.


    Muscle parasites

    Muscle parasites are a parasitic disease hampering the muscles. The disease does not kill the patient.

    Important note: This disease 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.

    General Symptoms:

    Advanced Symptoms:

    • None

    Treatment:

    • Treated with medicine
    • Treatment duration: 120,000 ticks (33.33 mins)
    • Total treatment quality required to cure: 300%
      • For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%.


    Fibrous mechanites

    Fibrous Mechanites is a mechanite disease which brings mild pain in early stages but boosts several attributes. This disease does not kill the patient.

    Important note: Treatment does not cure the disease, it only prevents the pain from worsening. Instead it must be waited out.

    Fibrous mechanites incapacitate pawns with the Wimp trait from the onset of the disease. While the buffs are slightly less because of the Consciousness reduction from the pain, the base +50% manipulation and moving speed buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. Note that the disease should still be treated even if it is to be exploited, as the benefits do not increase without treatment, only the pain, and treatment does not hasten the end of the disease.

    General Symptoms:

    Advanced Symptoms:

    • Intense pain (+60%)
    • No additional stat boosts over early stages

    Progression:

    • 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:

    • Treated with or without medicine, though medicine improves treatment quality, preventing disease from progressing.
    • It should be noted that treatment has no effect on the time it takes for the disease to disappear.
    • Treatment interval: 120,000 ticks (33.33 mins)
    • Can disappear as early as 900,000 ticks (250 mins)
    • Can last as long as 1,800,000 ticks (500 mins)


    Sensory mechanites

    Sensory mechanites are a mechanite disease which brings mild pain in early stages but boosts sensory perception. This disease does not kill the patient, but still produces intense pain.

    Important note: Treatment does not cure the disease, it only prevents the pain and tiredness from worsening. Instead it must be waited out. .

    Sensory mechanites incapacitate pawns with the Wimp trait from the onset of the disease. While the buffs are slightly less because of the Consciousness reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. Note that the disease should still be treated even if it is to be exploited, as the benefits do not increase without treatment, only the pain, and treatment does not hasten the end of the disease.

    General Symptoms:

    Advanced Symptoms:

    • Intense pain (+0.6)
    • Tiredness (rest fall factor) (x200%)
    • No other additional effects over early stage

    Progression:

    • 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:

    • Treated with or without medicine, though medicine improves treatment quality, preventing disease from progressing.
    • Treatment does not have an effect on the time it takes for this disease to disappear
    • Treatment interval: 120,000 ticks (33.33 mins)
    • Can disappear as early as 900,000 ticks (250 mins) (1 quadrum)
    • Can last as long as 1,800,000 ticks (500 mins) (2 quadrums)

    Paralytic abasia

    Disease frequency

    Disease frequency by difficulty
    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

    Version history

    • 0.7.581 - Added with flu, plague, malaria, sleeping sickness.
    • 0.9.722 - Diseases can now cause vomiting.