Ailments

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Health Body Parts Capacities Injury Disease Ailments

Note: This article is about health conditions that don't belong in a broader category. For physical damage, see Injury. For treatable conditions, see Disease.

'mtb' stands for 'Mean Time Between', and is how it's presented in the game files.

Chronic

Ailments that come with age.

Alzheimer's

Progressive brain degeneration. As of Alpha 16, it has yet to have stages implemented where it becomes fatal, with the worst stage being 'Major'.

  • Consciousness (-x%) (-5% at minor)
  • Affects: memory

Bad Back

The older a colonist is, the more likely they're going to hurt their back one day (or just naturally develop one).

General Symptoms:

  • Impaired movement (-30%)
  • Impaired manipulation (-10%)

Cataracts

Cataracts are the clouding of the lens on your eyes which may occur spontaneously with age similarly to bad back. Unlike bad back, cataracts are a very serious impairment, but technically treatable via surgery of the eye.

General Symptoms:

  • Impaired sight (-35% per eye)

Dementia

Dementia is simply the functionality of the brain declining, and affects all cognitive functions.

General Symptoms:

  • Impaired consciousness (-15%)
  • Impaired speech (-40%)
  • Impaired hearing (-40%)
  • Confused wandering (mtb of 5 days)

Frail

As a pawn gets old, their physical form will deteriorate and will therefore not be as strong as they used to be. Can stack with a bad back.

General Symptoms:

  • Impaired movement (-30%)
  • Impaired manipulation (-30%)

Hearing Loss

The ability to hear is hindered due to damage of delicate hair cells in the inner ear, but occurs naturally with age. Can't be 'treated' unlike cataracts.

General Symptons:

  • Impaired hearing (-35% per ear)

General

These ailments generally appear in gameplay.

Cryptosleep Sickness

Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists at the start of the game have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.

General Symptoms:

  • Frequent Vomiting (mtb of 0.125 days)
  • Impaired consciousness (x50%)

Treatment:

  • Wears off after 10,000 ticks (2.78 mins)

Food Poisoning

Occurs after having eaten a contaminated meal. The chance of contamination is determined by the cook's skill and the cleanliness of the room where it was prepared.

General Symptoms:

  • Sporadic Vomiting (mtb of 0.35 days)
  • Impaired consciousness (x50%)

Treatment:

  • Wears off after 30,000 ticks (8.33 mins)

Toxic Buildup

Occurs with exposure to toxic fallout. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent dementia; it does not wear off even after toxic buildup subsides.

  • Initial - begins at 4% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 5%)
  • Minor - begins at 20% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 10%)
  • Moderate - begins at 40% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 15%)
      • Vomiting (mtb of 5 days)
      • Dementia (permanent, mtb of 146 days to develop)
      • Carcinoma (mtb of 438 days to develop)
  • Serious - begins at 60% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 25%)
      • Vomiting (mtb of 1 day)
      • Dementia (permanent, mtb of 37 days)
        • Carcinoma (mtb of 111 days)
  • Extreme - begins at 80% severity.
    At this stage the victim will fall unconscious and need rescue.
    • Symptoms:
      • Unconsciousness (max 10%)
      • Vomiting (mtb of 0.5 days)
      • Dementia (permanent, mtb of 13 days)
      • Carcinoma (mtb of 39 days)
  • Death - occurs at 100% severity.

Surgical

These ailments happen with medical operations.

Anesthetic

Used in surgery to make sure that a colonist is unconscious.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 15,000 ticks (4.17 mins)

Euthanasia

Usually used to put a colonist out of their misery, quietly.

Notes:

  • Total loss of consciousness
  • Doesn't heal/get better

Shut Down

This happens to mechanical beings, similar to euthanasia.

Notes:

  • Total loss of consciousness
  • Doesn't heal/get better

Other

Ailments that are unclassed and possibly can't be obtained in normal gameplay.

Concussion

Similar to anesthetic, lasts a little longer.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 25,000 ticks (6.94 mins)