Editing Infection
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 8: | Line 8: | ||
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 | + | 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: | 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: | ||
− | *Bite, | + | *Bite, burn or frostbite wounds have a 25% chance. |
− | + | *Most other bleeding wounds have a 10% chance. | |
− | |||
− | *Most other bleeding wounds have a | ||
*Bruises, cracks or missing parts cannot be infected. | *Bruises, cracks or missing parts cannot be infected. | ||
*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 | + | 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. 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% multipler, while caravans and outdoor spaces have are 100%. |
− | When a colonist has an infectable wound, the game will count down randomly from {{ticks|15000}} to {{ticks|45000}} | + | 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 rates vs. the patient's immunity progression; the first to a value of 1.00 (100%) "wins". |
=== Prevention === | === Prevention === | ||
− | + | Other than simply never sending a pawn into combat, infections can not be completely prevented. However, 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. | 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==== | + | ====Minor - Severity: 0 - 0.32==== |
*+5% Pain | *+5% Pain | ||
− | ====Major==== | + | ====Major - Severity: 0.33 - 0.77==== |
*+8% Pain | *+8% Pain | ||
− | ====Extreme (Initial)==== | + | ====Extreme (Initial) - Severity: 0.78 - 0.86==== |
*+12% Pain | *+12% Pain | ||
*-5% Consciousness | *-5% Consciousness | ||
− | ====Extreme (Advanced)==== | + | ====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]] | + | |
+ | ====Extreme (Fatal) - Severity: 1 ==== | ||
+ | *[[Death]] | ||
==Progression== | ==Progression== | ||
− | + | 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". | |
− | + | 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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | + | ===Details=== |
*When not immune or treated, severity increases by 0.84 per day (.035 per hr.). | *When not immune or treated, severity increases by 0.84 per day (.035 per hr.). | ||
+ | **This meas that an infection can kill less than 29 hours (1.19 days) from first symptoms. | ||
*When immune, severity decreases by 0.7 per day. | *When immune, severity decreases by 0.7 per day. | ||
*Immunity increases by 0.6441 per day when sick. | *Immunity increases by 0.6441 per day when sick. | ||
+ | **Pawns with 100% [[Immunity Gain Speed]]* constantly resting in a bed will become immune in just over 1 1/2 days. | ||
*Treatment slows progression by a maximum of -0.53 per day (less with poor treatment). | *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. | **At 100% treatment, the disease will progress by 0.31 per day. | ||
− | + | : ''(* 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.)'' | |
− | |||
− | : ''(* 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. [[# | ||
===Case studies=== | ===Case studies=== | ||
Line 87: | Line 82: | ||
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 | + | 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.) | ||
Line 97: | Line 92: | ||
*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 | *Amputation or part replacement | ||
− | *A [[biosculpter pod]]'s | + | *A [[biosculpter pod]]'s healing cycle {{IdeologyIcon}} |
== Version history == | == Version history == |