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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, | + | *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 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%. | 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%. | ||
− | 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 === |