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===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, 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.
 
*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. 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}}. 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 rates vs. the patient's immunity progression; the first to a value of 1.00 (100%) "wins".  
  
 
=== Prevention ===
 
=== 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.
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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.
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**At 100% treatment, the disease will progress by 0.31 per day.
 
**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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This meas 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.
 
: ''(* 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.)''
 
: ''(* 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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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 [[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 medic cycle {{IdeologyIcon}}
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*A [[biosculpter pod]]'s healing cycle {{IdeologyIcon}}
  
 
== Version history ==
 
== Version history ==

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