Editing Disease

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
 
| {{Health_Nav}}
 
| {{Health_Nav}}
 
|}
 
|}
----
+
<hr>
 
<!-- End Nav -->
 
<!-- End Nav -->
  
Line 15: Line 15:
 
BiomeDefs\Biomes.xml
 
BiomeDefs\Biomes.xml
 
-->
 
-->
<includeonly>:''Main article: [[Disease]]''</includeonly>{{About|treatable illnesses|physical damage|Injury|chronic health conditions|Ailments}}
+
<includeonly>:''Main article: [[Disease]]''</includeonly>''Note: This article is about treatable illnesses.  For physical damage, see [[Injury]].  For other health conditions, see [[Ailments]].
  
'''Diseases''' are temporary and treatable ailments, that pass away after a certain amount of time or treatment.
+
<onlyinclude>[[Colonist|Colonists]] sometimes contract diseases. Diseases most often occur through random [[events]] that vary by biome and difficulty. [[Disease#Infection|Infections]] have a random chance of developing from an [[injury]] regardless of biome.</onlyinclude>
  
== Contract ==
+
==Effects==
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:
+
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.
*[[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.
+
==Treatment==
 +
At regular intervals, a [[rest|resting]] 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 the last one has expired, 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.
  
The drug [[penoxycyline]] protects against [[Malaria]], [[Plague]], and [[Sleeping sickness]]. The disease event still happens, but colonists will not be affected.
+
'''Treatment Quality''' is determined by a variety of factors, including the doctor's [[skills|skill]] and the quality of [[medicine]] used.
  
== Summary ==
+
'''Immunity:''' Colonists will gradually develop immunity to some diseases, such as infections or [[Disease#plague|plague]]. When immunity reaches 100%, the symptoms will not immediately disappear, but the colonist is safe and no longer needs any treatment. If the disease symptoms progress past "extreme" before immunity reaches 100%, the colonist will die.  [[Immunity Gain Speed]] is affected by the colonist's food, rest, bed quality, age, and [[blood filtration]].
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.
 
  
== Diseases ==
+
'''Blood Filtration''' is a major factor in getting better from diseases. Poor blood filtration may result in sicknesses developing more 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%.
'''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;">
+
==Diseases==
{| {{STDT| c_10 text-left}}
+
Most diseases have the following:
|-
+
*General Symptoms - initial symptoms that develop in the first few days of being sick.
! Disease!! Fatal? !! Description !! Severity !! Treatment
+
*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.
| [[Infection]] || {{Check}} || Generic infection of individual [[injury|wounds]].  
+
 
*Fast moving and dangerous.
+
 
** < 1.25 days to kill if untreated. <1.5 days for immunity.
+
===Flu===
*Mild symptoms until extreme severity (>0.87). ({{++|5%}} to {{++|12%}} pain)  
+
Main Page: [[Flu]]
|
+
 
* Severity: +0.84 / day
+
Trivial disease that can be caught anywhere.
* Immunity: +0.644 / day
+
 
* Treatment: -0.53 severity / day <br>(at 100% quality)
+
General Symptoms:
|
+
*Reduced Consciousness
* Bed rest and medicine
+
*Impaired Manipulation
* Amputation of infected body part
+
*Hindered Breathing
|-
+
 
| [[Flu]] || {{Check}} ||  ''Relatively'' mild and common disease.
+
Advanced Symptoms:
*Non-elderly adults can survive without treatment, with just bedrest.
+
*Vomiting
*Lowers [[consciousness]], [[manipulation]], [[breathing]] ({{--|5%}} to {{--|20%}}).
+
*Mild Pain
|
+
 
* Severity: +0.249 / day
+
Treatment:
* Immunity: +0.239 / day
+
*Medicine
* Treatment: -0.077 severity / day <br>(at 100% quality)
+
 
|
+
===Plague===
* Bed rest and medicine
+
Main Page: [[Plague]]
|-
+
 
| [[Malaria]] || {{Check}} || Common in tropical [[biomes]].
+
Somewhat deadly disease that can be caught anywhere.
* Attacks [[blood filtration]], slowing immunity speed.
+
 
* Later stages cause [[pain]] and reduces [[consciousness]].
+
General Symptoms:
|
+
*Moderate Pain
* Severity: +0.370 / day
+
*Somewhat Reduced Consciousness
* Immunity: +0.314 / day
+
*Somewhat Reduced Manipulation
* Treatment: -0.232 severity / day<br>(at 100% quality)
+
 
|
+
Advanced Symptoms:
* Bed rest and medicine
+
*Excruciating Pain
|-
+
*Loss of Consciousness
| [[Plague]] || {{Check}} || Fast moving and ''extremely'' painful.
+
*Difficulty in Breathing
* ~1.5 days to kill if untreated.
+
 
*Constant [[pain]] ({{++|20%}} to {{++|85%}}).
+
Treatment:
*Also reduces [[consciousness]] and [[manipulation]] (up to {{--|30%}}).
+
*Medicine
||
+
*Penoxycyline
* Severity: +0.666 / day
+
 
* Immunity: +0.522 / day
+
===Malaria===
* Treatment: -0.362 severity / day <br>(at 100% quality)
+
Main Page: [[Malaria]]
|
+
 
* Bed rest and medicine
+
Disease that can be especially caught in jungles. Reduces blood filtration.
|-
+
 
| [[Sleeping sickness]] || {{Check}} || Very slow-moving infection. Native only to [[biome|rainforests and swamps]].
+
General Symptoms:
*Relatively easy to treat if rested.
+
*Reduced Blood Filtration
* Threat is the amount of rest / medicine required.
+
*Slightly reduced Consciousness
*Mainly lowers [[consciousness]] & [[manipulation]] ({{--|2%}} to {{--|20%}}).
+
*Slightly hindered Manipulation
||
+
*Vomiting
* Severity: +0.12 / day
+
 
* Immunity: +0.11 / day
+
Advanced Symptoms:
* Treatment: -0.07 severity / day <br>(at 100% quality)
+
*Loss of Consciousness
|
+
*Moderate Pain
* Bed rest and medicine
+
*Frequent Vomiting
|-
+
 
| [[Scaria]] || {{Check}} || Drives [[animal]]s to become [[manhunter]]s.
+
Treatment:
*Exclusive to animals in [[manhunter pack]]s.
+
*Medicine
*Humans and colony animals immune.
+
*Penoxycyline
||
+
 
* Kills in 5 days, unless cured
+
===Infection===
|
+
Main Page: [[Infection]]
* Surgery
+
 
**{{icon small|medicine}} 3 [[medicine]]
+
Occurs in open wounds, frostbite, and burns when left untreated or in insanitary environments.
**[[Skills#Medical |Medical Skill]] 8+
+
 
|-
+
General Symptoms:
| [[Lung rot]] || {{Check}} ||
+
*Mild pain
Occurs after enough exposure to [[rot stink]]. Avoid rot stink to avoid.
+
*Reduced Consciousness
* Resisted by sources of [[Toxic Environment Resistance]].
+
 
* Easily treatable overall. Can drain medicine.
+
Advanced Symptoms:
* Impairs [[breathing]] slightly. Minimal symptoms overall.
+
*Loss of Consciousness
||
+
*Excruciating Pain
* Severity: +0.300 / day
+
*Breathing difficulties
* Treatment: -1.000 severity / day <br>(at 100% quality)
+
 
|
+
Treatment:
* Medicine
+
*Medicine
Resolves from:
+
 
*Min {{ticks/gametime|360000}}
+
===Sleeping Sickness===
*Max {{ticks/gametime|480000}}
+
Main Page: [[Sleeping Sickness]]
|-
+
 
| [[Gut worms]] || {{cross}} || Doubles hunger rate.
+
Slow-progressing disease exclusive to the jungles of the RimWorlds.
*Also painful ({{++|20%}} pain).
+
 
||
+
General Symptoms:
* No progression
+
*Trivial Pain
* Cured at 300% total Tend Quality
+
*Moderately reduced Consciousness
|
+
*Slightly reduced Manipulation
* Medicine (48hr per tend)
+
*Occasional Vomiting
* Stomach replacement or removal
+
 
|-
+
Advanced Symptoms:
| [[Muscle parasites]] || {{cross}} || Heavily impairs work.
+
*Loss of Consciousness
*Significant tiredness.
+
*Frequent Vomiting
*Lowered [[manipulation]] and [[movement speed]] ({{--|30%}}).
+
*Moderate Pain
*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
 
**Prevents pain increase only
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
|-
 
| [[Sensory mechanites]] || {{cross}} || Very long-lasting, but ''improves'' many stats.
 
*Painful, significant tiredness.
 
*Significantly increases [[sight]], [[hearing]], and [[talking]] ({{+|50%}} to all).
 
*Increases [[manipulation]] ({{+|30%}}).
 
||
 
* Severity: +0.25 / day
 
* Treatment: -1.00 severity / day <br>(at 100% quality)
 
|
 
* Medicine
 
**Prevents pain increase only
 
Resolves from:
 
*Min {{ticks/gametime|900000}}
 
*Max {{ticks/gametime/days|1800000}}
 
|-
 
| [[Organ decay]] || {{Check}} || No natural cure. Only targets specific organs.
 
*Causes increasingly worse pain and weakened part efficiency of the afflicted organ, ultimately destroying it at 1 severity.
 
*Only treatable by replacing the organ.
 
*Only targets the heart, lungs and kidneys.
 
*Can appear rarely as a disease event, or on [[Creepy joiner]]s.{{AnomalyIcon}}
 
||
 
* Severity: +0.0166 to 0.0334 / day
 
|
 
* 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
 
* Surgery for immediate cure
 
**{{icon small|Glitterworld medicine}} 10 [[glitterworld medicine]]
 
**[[Skills#Medical |Medical Skill]] 5+
 
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>
 
  
== Treatment ==
+
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.
+
*Medicine
  
There are 3 types of diseases to tend to:
+
===Gut Worms===
* 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]].
+
{{:Gut Worms}}
* 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 ===
+
===Muscle Parasites===
{{Main|Immunity Gain Speed}}
+
{{:Muscle Parasites}}
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.
+
===Fibrous Mechanites===
 +
{{:Fibrous Mechanites}}
  
== Disease frequency ==
 
  
=== Disease frequency by AI storyteller ===
+
===Sensory Mechanites===
Disease frequency is controlled directly by the [[AI_Storytellers#Disease frequency|Disease frequency]] AI storyteller setting.
+
{{:Sensory Mechanites}}
  
This value can be changed in custom storyteller settings, but has the following default values by difficulty:
 
  
 +
==Disease Frequency==
 
{| {{STDT| c_08 text-center}}
 
{| {{STDT| c_08 text-center}}
 +
|+ '''Disease frequency by difficulty'''
 
! Difficulty !! Disease interval multiplier
 
! Difficulty !! Disease interval multiplier
 
|-
 
|-
| Peaceful || 3
+
| Free Play || 3
 
|-
 
|-
| Community builder || 2.5
+
| Basebuilder || 1.5
 
|-
 
|-
| Adventure story || 1.3
+
| Rough || 1.0
 
|-
 
|-
| Strive to survive || 1.0
+
| Challenge || 1.0
 
|-
 
|-
| Blood and dust || 0.95
+
| Extreme || 0.9
|-
 
| 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/0.7.581|0.7.581]] - Added with flu, plague, malaria, sleeping sickness.
 
* [[Version/0.9.722|0.9.722]] - Diseases can now cause vomiting.
 
  
 
[[Category:Health]]
 
[[Category:Health]]
{{Nav/disease}}
 

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: