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<onlyinclude><includeonly>''Main Article: [[Infection]]''</includeonly>
 
<onlyinclude><includeonly>''Main Article: [[Infection]]''</includeonly>
 
{{TOCright}}
 
{{TOCright}}
'''Infection''' is a very quick disease that can be contracted from open wounds.
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'''Infections''' are a very quick diseases that can be contracted from open wounds.
  
 
== Overview ==
 
== Overview ==
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It is possible to have multiple infections simultaneously across different body parts. Each infection progresses at its own rate, while immunity against infections progresses at the same rate across the whole body. If the patient can become immune before the worst infection reaches 100%, that now-immune patient has beaten ''all'' their infections.
 
It is possible to have multiple infections simultaneously across different body parts. Each infection progresses at its own rate, while immunity against infections progresses at the same rate across the whole body. If the patient can become immune before the worst infection reaches 100%, that now-immune patient has beaten ''all'' their infections.
  
If untreated, '''the patient loses this race in less than a day and a half''', so any infection needs to be treated immediately and constantly. A pawn with 100% [[Immunity Gain Speed]] will become immune in around 1.5 days.
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If untreated, '''the patient loses this race in less than a day and a half''', so any infection needs to be treated immediately and then twice a day (although, typically, you only get two chances at most). Any significant delay in any treatment hurts the odds of the patient surviving, or at least not requiring amputation (see [[Infection#Progression|below]] for full details).
  
 
===Mechanics===
 
===Mechanics===
Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger). The chance of a pawn getting an infection depends on the wound type and various other factors:
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Any cut, bite, burn or frostbite has a chance to become infected; blunt traumas (aka bruises) do not, nor can a pawn get an infection from losing a body part (i.e. a hand cannot become infected because of a lost finger). The chance of a pawn getting an infection depends on the tend quality, wound type, room cleanliness at time of tending, and storyteller difficulty:
*Bite, burns, and chemical burns have a 30% chance.
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*Bite, burn or frostbite wounds have a 25% chance.
*Frostbite has a 25% chance.
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*Most other bleeding wounds have a 10% chance.
*Shredding injuries have a 20% chance.
 
*Most other bleeding wounds have a 15% chance.
 
 
*Bruises, cracks or missing parts cannot be infected.
 
*Bruises, cracks or missing parts cannot be infected.
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*Clean rooms with [[sterile tile]]s have a 32% chance multiplier. In contrast, a regular room without any dirt has 50%, and caravans and outdoors spaces have 100%.
 
*Colonists are more likely to get wound infections at higher [[difficulty|difficulties]].
 
*Colonists are more likely to get wound infections at higher [[difficulty|difficulties]].
Treated wounds can still get infected, at a reduced chance. The multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality. Animals have 20% of a colonist's chance to get an infection. Cleaner rooms further reduce the chance of infection. A regular room without any dirt has a 50% multiplier, a clean room with [[sterile tile]]s has a 32% multiplier, while caravans and outdoor spaces have are 100%.
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Treated wounds can still get infected, at a reduced chance. The multipler is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality. Animals have 20% of a colonist's chance to get an infection.
  
When a colonist has an infectable wound, the game will count down randomly from {{ticks|15000}} to {{ticks|45000}}. The game will also keep track of if the wound was tended, and, if so, what percent chance of an infection would arise from the room stats and the tend quality. Once it reaches this timer, it will decide if the wound will be infected, based on that percent chance. Once an infection sets in, it ''immediately'' becomes a life-or-[[death]] race between the infection rates vs. the patient's immunity progression; the first to a value of 1.00 (100%) "wins".
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When a colonist has an infectable wound, the game will count down randomly from {{ticks|15000}} to {{ticks|45000}}. Once it reaches this timer, it will decide if the wound will be infected. Once an infection sets in, it ''immediately'' becomes a life-or-[[death]] race between the infection ratevvs. the patient's immunity progression; the first to a value of 1.00 (100%) "wins".  
 
 
=== Prevention ===
 
The [[Gene#Perfect immunity|Perfect immunity gene]] {{BiotechIcon}} will completely prevent infections. However, creating a [[xenogerm]] with it requires an [[archite capsule]], so modifying every pawn with it is expensive. For pawns without the gene, the chances of infection can be severely reduced. Make sure to tend to people/animals quickly, in a clean/sterile environment. Any constructed [[floors|floor]] is better than dirt, and [[Sterile tile|sterile tiles]] are better than generic floors. You should also have pawns [[Orders#Clean|clean]] the room in question. See [[Room_stats#Cleanliness|cleanliness]] for more details.
 
 
 
A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.
 
  
 
== Stages ==
 
== Stages ==
====Minor====
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====Minor - Severity: 0 - 0.32====
 
*+5% Pain
 
*+5% Pain
  
====Major====
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====Major - Severity: 0.33 - 0.77====
 
*+8% Pain
 
*+8% Pain
  
====Extreme (Initial)====
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====Extreme (Initial) - Severity: 0.78 - 0.86====
 
*+12% Pain
 
*+12% Pain
 
*-5% Consciousness
 
*-5% Consciousness
  
====Extreme (Advanced)====
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====Extreme (Advanced) - Severity: 0.87 - 0.99====
 
*Loss of Consciousness (max 10%)
 
*Loss of Consciousness (max 10%)
 
*+85% Pain
 
*+85% Pain
 
*-5% Breathing
 
*-5% Breathing
*[[Death]] at 1 severity
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====Extreme (Fatal) - Severity: 1 ====
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*[[Death]]
  
 
==Progression==
 
==Progression==
Infection and immunity progression begin as soon as the disease is detected; the first to 100% (1.0 severity) "wins", either saving or killing the pawn. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word "Infection". Unfortunately, the disease progresses faster without good treatment and rest.
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Two competing forces, the infection and the patient's immunity, progress separately toward 100% (a value of "1.00"); the first to 100% "wins" and the patient then immediately either dies or begins to quickly recover. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word "Infection".
  
===Stages===
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If a patient is in good health and has decent conditions (see below), they gain immunity to any infection in just over 1 1/2 days, or more if there are any issues with their health/environment.
*Minor - Severity: 0 - 0.32
 
*Major  - Severity: 0.33 - 0.77
 
*Extreme (Initial) - Severity: 0.78 - 0.86
 
*Extreme (Advanced) - Severity: 0.87 - 0.99
 
*Death - Severity: 1
 
  
===Humans & Animals===
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The bad news is that, if left untreated, infections can kill in ''less than 1 1/4 days'' - which is faster than immunity can be gained!  So the goal is to treat the patient and slow the infection enough to give the patient time to gain immunity.
*When not immune or treated, severity increases by 0.84 per day (.035 per hr.).
 
*When immune, severity decreases by 0.7 per day.
 
*Immunity increases by 0.6441 per day when sick.
 
*Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).
 
**At 100% treatment, the disease will progress by 0.31 per day.
 
  
This means that an infection can kill less than 29 hours (1.19 days) from first symptoms. Pawns with 100% [[Immunity Gain Speed]]* constantly resting in a bed will become immune in just over 1 1/2 days.
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* Until immunity is gained and without treatment, severity of the infection increases by +0.84 per day (or  +.035 per hr.), progressing toward [[death]] at "1.00". Thus, if left untreated, infections can kill less than 29 hours (1.19 days) from first symptoms.
: ''(* A patient gains immunity more slowly with poor blood filtration (e.g. from a missing/damaged kidney), malnutrition (i.e. long-term hunger), or over the age of 50, so their time to reach immunity will be greater. [[#Vulnerable|Extremely vulnerable patients]] have only extreme options.)''
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* Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).
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** Good treatment{{Check Tag|What defines "good"?|Is it just a % based on the Treatment value? Where does "max" occur?}} means that the disease will progress by 0.31 per (.84 -.53) day at this rate, slowing the infection to require 3.22 days to reach 100%. This works out to slowing the infection to a minimum of just under +.013 per hour.
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* For a healthy* patient, immunity increases by 0.6441 per day (~.0268 per hour) when sick, taking 1.55* days to reach 100% immunity.
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* When 100% immunity is reached, the patient is immune and safe, and severity of the infection immediately begins to ''decrease'' by 0.7 per day (or ~.03/hour), so it takes less than a day and a half before the worst infection is fully cured.
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** When immunity is achieved, in the Health tab, the white "circle" next to the infection will change to a gold shield. The current progress of the (now healing) infection can still be seen by mouse-hovering over the entry.
  
===Case studies===
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: ''(* A patient gains immunity more slowly with poor blood filtration (e.g. from a missing/damaged kidney), malnutrition (i.e. long-term hunger), or over the age of 50, so their time to reach immunity will be greater. [[Infection#Extremely_vulnerable|Extremely vulnerable patients]] have only extreme options.)''
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;Case studies:
 
:* It has been observed in patients with normal beds, a room with "slightly dirty" to "dirty" [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the "luck" of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].
 
:* It has been observed in patients with normal beds, a room with "slightly dirty" to "dirty" [[cleanliness]], well nourished, Medical care with skill ~6-10 and only herbal medicine (Tend quality ~40-50), will recover from their infections, even despite some few hours delay in starting treatment. It sometimes is a near thing, and may result in a longer recovery time from an end infection near/over 90% when they reach immunity, depending on the delay, their feeding schedule and the "luck" of the attending doctor.  Malnutrition (from hunger) definitely slows the immunity process, as listed under [[Immunity Gain Speed]].
  
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This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.
 
This alert appears regardless of whether that colonist is currently beating the infection or not, or will do so - the game doesn't do the math to predict whether the infection or the immunity will reach 100% first, but you should be able to.  The warning is simply there to remind you that now may be the time to take drastic action, just in case you are losing the race.  The notice will disappear when immunity reaches 100% (regardless of the current level of infection), or when the victim dies.
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== Prevention ==
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In order to prevent infections, make sure that people and animals that have open wounds are in a clean/sterile environment for the initial treatment of any infection-prone wound (e.g. no natural flooring apart from rock, no dirt or blood on the floor, etc.).  Clean any room before treating wounds.
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Although  a clean (or even sterile) room won't guarantee that a wound will not get infected, it will reduce the chance of an infection occurring, and is a worthy precaution to take. Any clean(!) constructed [[floors|floor]] is better than dirt (some are better than others), and [[Sterile tile|sterile tiles]] are better than generic floors. (See [[Room_stats#Cleanliness|cleanliness]] for more details).
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A triage area can be established near a killbox to tend to pawns quickly without having to trudge halfway across the map carrying the pawn to tend - the utility of this depends on the distance to a hospital and the number of pawns needing treatment. More pawns and larger distance make it more relevant, while a single pawn getting downed in the room next to the hospital would be better off taken to the clean room.
  
 
==Treatment==
 
==Treatment==
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If left untreated, infections kill (or destroy the limb) in a little over a day - untreated infections move ''fast''! For resting colonists with 100% immunity gain speed, you will need at least 15% average treatment quality to ensure that one doesn't succumb to their infected wound(s).
 
If left untreated, infections kill (or destroy the limb) in a little over a day - untreated infections move ''fast''! For resting colonists with 100% immunity gain speed, you will need at least 15% average treatment quality to ensure that one doesn't succumb to their infected wound(s).
  
This disease is unique in that it only affects a specific body part, making infections curable by amputating the affected body part. It is not possible to amputate vital body parts. It's better to have a colonist missing a part or two than a dead one, and they won't mind if you remove their infected parts, either. If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. Amputations can fail, so try to amputate well at 80% - 90% if you have no other option.
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This disease is unique in that it only affects a specific body part, making infections curable by amputating the affected body part. It is not possible to amputate vital body parts. It's better to have a colonist missing a part or two than a dead one, and they won't mind if you remove their infected parts, either. If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. Amputations can fail, so try to amputate well at 80% - 90% if you have no other optoin.
 
: * To amputate: Under the patient's Health tab is the Operations tab; "add a bill" to amputate the infected body part. You may have to/want to upgrade the patient's default "medicine" used for procedures - that's under Health/Overview. If an arm/leg is the target, sure to amputate the ''correct'' (left/right) limb - surgeons just do what they're told.)
 
: * To amputate: Under the patient's Health tab is the Operations tab; "add a bill" to amputate the infected body part. You may have to/want to upgrade the patient's default "medicine" used for procedures - that's under Health/Overview. If an arm/leg is the target, sure to amputate the ''correct'' (left/right) limb - surgeons just do what they're told.)
  
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*Administer [[healer mech serum]]- instantly treats the infection
 
*Administer [[healer mech serum]]- instantly treats the infection
 
*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive
 
*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive
*Amputation or part replacement
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*Amputation / part replacement
*A [[biosculpter pod]]'s medic cycle {{IdeologyIcon}}
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*[[Biosculpting pod]]{{IdeologyIcon}}
  
 
== Version history ==
 
== Version history ==

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