Difference between revisions of "Infection"

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<onlyinclude><includeonly>''Main Article: [[Infection]]''</includeonly>
 
<onlyinclude><includeonly>''Main Article: [[Infection]]''</includeonly>
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{{TOCright}}
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== Overview ==
 
== Overview ==
Infections can occur on insufficiently treated or untreated wounds, burns, and frostbite. Infections are the fastest working illness in RimWorld; taking little more than a day to kill the victim if left untended. Animals can also contract infections.
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Infections can occur on most wounds, except missing body parts or blunt trauma. Infections are the fastest working illness in RimWorld, taking little more than a day to kill the victim if left untended. Animals can also contract infections at a reduced rate.
  
 
General symptoms include a small amount of pain and partial loss of part function. Advanced symptoms include a small-moderate amount of pain, slight loss of consciousness and further loss of part efficiency, and shortly after: a loss of consciousness, an excruciating amount of pain, and acute part failure, along with a slight loss of breathing. Death follows not long after.
 
General symptoms include a small amount of pain and partial loss of part function. Advanced symptoms include a small-moderate amount of pain, slight loss of consciousness and further loss of part efficiency, and shortly after: a loss of consciousness, an excruciating amount of pain, and acute part failure, along with a slight loss of breathing. Death follows not long after.
  
Infections are also unique in that they are visible immediately when contracted. With the majority of the other diseases, there is a slight delay before symptoms kick in.  Therefore it's important infected are bedded and treated as soon as possible.
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If left untreated, infections can kill in 1.19 days from contraction. <br>
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Good treatment will slow the disease to the point where it takes 3.22 days to kill, and treatment on wounds reduces the chance of a wound infection.
  
If left untreated, infections can kill in 1.163 days from contraction. <br>
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It takes around 1.55 days to develop immunity to an infection, assuming the affected colonist is rested in an ordinary bed for the whole time, has normal blood filtration, is well-fed, and under the age of 50.
Good treatment will slow the disease to the point where it takes 3 days to kill.
 
  
It takes around 1.466 days to develop immunity to an infection; assuming the affected colonist is rested in an ordinary bed for the whole time, has normal blood filtration, is well-fed, and under the age of 40.
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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.
  
Unlike most diseases, as this disease has a specific body part, the disease can be cured simply by amputating the affected body part. Note that it is not possible to amputate an infected head or torso.
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== Mechanism ==
 
 
In Alpha 17 the frequency of infections occurring has been increased.
 
  
== Mechanism ==
 
 
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.
 
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.
  
The chance of a pawn getting an infection depends on the room cleanliness, and storyteller difficulty. Colonists are more likely to get a wound infection at higher difficulties.
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The chance of a pawn getting an infection depends on the tend quality, wound type, room cleanliness at time of tending, and storyteller difficulty.
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*Treated wounds can still get infected at a reduced chance.
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**The chance multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality.
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*Different wound types have different chances to get infected.
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**Bite, burn or frostbite wounds have a 25% chance.
 +
**Most other bleeding wounds have a 10% chance.
 +
**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%.
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*Colonists are more likely to get wound infections at higher difficulties.
  
 
Animals have 20% of a colonist's chance to get an infection.
 
Animals have 20% of a colonist's chance to get an infection.
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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.
  
 
== Stages ==
 
== Stages ==
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====Minor - Severity: 0 - 0.32====
 
====Minor - Severity: 0 - 0.32====
*-10% Part efficiency
 
 
*+5% Pain
 
*+5% Pain
  
 
====Major - Severity: 0.33 - 0.77====
 
====Major - Severity: 0.33 - 0.77====
*-30% Part efficiency
 
 
*+8% Pain
 
*+8% Pain
  
 
====Extreme (Initial) - Severity: 0.78 - 0.86====
 
====Extreme (Initial) - Severity: 0.78 - 0.86====
*-50% Part efficiency
 
 
*+12% Pain
 
*+12% Pain
 
*-5% Consciousness
 
*-5% Consciousness
  
 
====Extreme (Advanced) - Severity: 0.87 - 0.99====
 
====Extreme (Advanced) - Severity: 0.87 - 0.99====
*-70% Part efficiency
 
 
*Loss of Consciousness (max 10%)
 
*Loss of Consciousness (max 10%)
 
*+85% Pain
 
*+85% Pain
Line 47: Line 53:
  
 
===Progression===
 
===Progression===
*When not immune, severity increases by 0.86 per day.
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*When not immune, severity increases by 0.84 per day.
*When immune, severity decreases by 0.667 per day.
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*When immune, severity decreases by 0.7 per day.
*Immunity increases by 0.62 per day when sick.
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*Immunity increases by 0.6441 per day when sick.
 
*Treatment slows progression by a maximum of 0.53 per day.
 
*Treatment slows progression by a maximum of 0.53 per day.
**This means that the disease will progress by 0.33 per day at this rate.
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**This means that the disease will progress by 0.31 per day at this rate.
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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 room when treated in the first place (e.g. no natural flooring apart from rock, no dirt or blood left to stay in the room, etc.). Although a clean room (or indeed sterile) won't fully nullify the chances of a wound getting infected, it will reduce the chance of an infection occurring, and is a worthy precaution to take. 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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 +
== Treatment ==
 +
 
 +
As with any other disease: Make sure that the patient is rested, well-fed, and treated whenever possible. Infections progress very quickly, and missing a treatment can be a ''very'' costly mistake. Due to the rate at which they progress, you'll need at least a competent doctor and medicine in order to ensure that the affected person survives their infections.
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As a last ditch, if a colonist is about to die, don't hesitate to amputate the affected part. 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.
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 +
Treatment is administered once every 12 hours, per infection.
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=== Normal people ===
  
== Prevention and Treatment ==
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For 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).
In order to prevent infections, make sure that people and animals that have open wounds are in a clean room when treated in the first place (e.g. no natural flooring apart from rock, no dirt or blood left to stay in the room, etc.). Although a clean room (or indeed sterile) won't fully nullify the chances of a wound getting infected, it will reduce the chance of an infection occurring - and is therefore a worthy precaution to take.
 
  
As with any other disease: Make sure that the patient is rested, well-fed, and treated whenever possible. Infections progress very quickly, and missing a treatment can be a ''very'' costly mistake. Due to the rate at which they progress; you'll need at least a competent doctor and medicine in order to ensure that the affected person survives their infections.
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=== Extremely vulnerable ===
  
As a last ditch, if a colonist is about to die, don't hesitate to amputate the affected part. It's better to have a colonist missing a part or two than a dead one. They won't mind if you remove their infected parts, either.
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For those with a base immunity gain rate of 39% or less, there is no chance that they will be able to survive a wound infection normally, even with 100% treatment quality for all treatments and rest in a [[hospital bed]] with [[vitals monitor]] connected. This includes some people with kidney and liver damage (physical or chemical).
  
====Treating Normal People (<40 Years Old)====
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To save the colonist you can do the following:
You will need at least 35% average treatment quality to ensure that one doesn't succumb to their infected wound(s).
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*Administer [[healer mech serum]]- instantly treats the infection
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*Administer [[luciferium]]- if pawn has 23% or more immunity gain speed remaining initially, this gives pawn a chance to survive
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*Amputation
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*Part replacement
  
The following combinations of medicine skill and medicine type are capable of delivering 35% treatment quality; but you'll want to aim higher than this as these combinations are the bare minimum, and aren't guaranteed to work out in your favor (they don't take the doctor's journey or time to administer into account):
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=== Amputation ===
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If you know that a colonist might not make it, it's best that you amputate the part. Colonists that reach 80-90% disease progression with their immune systems unable to catch up should have their infected part amputated immediately if possible.
  
*Level 1 Medicine skill and [[Glitterworld medicine]]
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There is a chance that an amputation will fail, however, if not amputating will result in certain death it is best to take the risk. Besides, if you are amputating a hand, what does it matter if the surgeon manages to tear off the rest of the amputee's arm?
*Level 3 Medicine skill and ordinary [[Medicine]]
 
*Level 7 Medicine skill and [[Herbal medicine]]
 
  
====Treating the Elderly (80+ Years Old)====
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If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. It's better to strip the sick colonist of their clothes and leave them to die or euthanize them to extract some [[Skills#Medical|Medical]] experience.
As usual, older colonists will have weaker immune systems and that translates to a 20% loss in [[Immunity Gain Speed]]. You should therefore execute heightened medical protocols to ensure that elderly people with infected wounds make it through the painful process.
 
  
To successfully treat an elderly colonist with an infected wound, they'll need to get at least 60% treatment quality on average for their infection. The following list again states the minimum combinations required to achieve this standard of treatment, but you should generally aim higher than these:
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=== Part replacement ===
*Level 2 Medicine skill and Glitterworld medicine
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Besides amputation, you can also swap out the diseased part with a healthy one. If the surgery fails, however, you will risk another infection from the surgical cuts and stabs.
*Level 7 Medicine skill and ordinary Medicine
 
*Level 13 Medicine skill and Herbal medicine
 
  
==== Amputation ====
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== Version history ==
If you know that a colonist has the chance to die from an infection, it's best that you amputate the part. Colonists that reach 80-90% disease progression with their immune systems unable to catch up should have their infected part amputated immediately if possible.
 
  
If the infection has progressed to over 95%, there is little to no chance your surgeons can successfully pull off an amputation in time. It's better to strip the sick colonist of their clothes and leave them to die (or euthanize them to make their imminent death less painful).
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At around Beta 18 infections caused a reduction in part efficiency, allowing them to kill much earlier than usual if a critically injured vital body part is infected and the infection causes the efficiency of that body part to drop below zero.
  
 
</onlyinclude>
 
</onlyinclude>
  
 
{{Nav/disease}}
 
{{Nav/disease}}
[[Category: Disease]]
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[[Category:Disease]]

Revision as of 10:06, 9 June 2021

Overview

Infections can occur on most wounds, except missing body parts or blunt trauma. Infections are the fastest working illness in RimWorld, taking little more than a day to kill the victim if left untended. Animals can also contract infections at a reduced rate.

General symptoms include a small amount of pain and partial loss of part function. Advanced symptoms include a small-moderate amount of pain, slight loss of consciousness and further loss of part efficiency, and shortly after: a loss of consciousness, an excruciating amount of pain, and acute part failure, along with a slight loss of breathing. Death follows not long after.

If left untreated, infections can kill in 1.19 days from contraction.
Good treatment will slow the disease to the point where it takes 3.22 days to kill, and treatment on wounds reduces the chance of a wound infection.

It takes around 1.55 days to develop immunity to an infection, assuming the affected colonist is rested in an ordinary bed for the whole time, has normal blood filtration, is well-fed, and under the age of 50.

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.

Mechanism

When a colonist has an infectable wound the game will count down randomly from 15,000 ticks (4.17 mins) to 45,000 ticks (12.5 mins). Once it reaches this timer it will decide if the wound will be infected.

The chance of a pawn getting an infection depends on the tend quality, wound type, room cleanliness at time of tending, and storyteller difficulty.

  • Treated wounds can still get infected at a reduced chance.
    • The chance multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality.
  • Different wound types have different chances to get infected.
    • Bite, burn or frostbite wounds have a 25% chance.
    • Most other bleeding wounds have a 10% chance.
    • Bruises, cracks or missing parts cannot be infected.
  • Clean rooms with sterile tiles 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 difficulties.

Animals have 20% of a colonist's chance to get an infection.

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.

Stages

Minor - Severity: 0 - 0.32

  • +5% Pain

Major - Severity: 0.33 - 0.77

  • +8% Pain

Extreme (Initial) - Severity: 0.78 - 0.86

  • +12% Pain
  • -5% Consciousness

Extreme (Advanced) - Severity: 0.87 - 0.99

  • Loss of Consciousness (max 10%)
  • +85% Pain
  • -5% Breathing

Extreme (Fatal) - Severity: 1

  • Death

Progression

  • When not immune, severity increases by 0.84 per day.
  • 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.
    • This means that the disease will progress by 0.31 per day at this rate.

Prevention

In order to prevent infections, make sure that people and animals that have open wounds are in a clean room when treated in the first place (e.g. no natural flooring apart from rock, no dirt or blood left to stay in the room, etc.). Although a clean room (or indeed sterile) won't fully nullify the chances of a wound getting infected, it will reduce the chance of an infection occurring, and is a worthy precaution to take. 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

As with any other disease: Make sure that the patient is rested, well-fed, and treated whenever possible. Infections progress very quickly, and missing a treatment can be a very costly mistake. Due to the rate at which they progress, you'll need at least a competent doctor and medicine in order to ensure that the affected person survives their infections.

As a last ditch, if a colonist is about to die, don't hesitate to amputate the affected part. 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.

Treatment is administered once every 12 hours, per infection.

Normal people

For 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).

Extremely vulnerable

For those with a base immunity gain rate of 39% or less, there is no chance that they will be able to survive a wound infection normally, even with 100% treatment quality for all treatments and rest in a hospital bed with vitals monitor connected. This includes some people with kidney and liver damage (physical or chemical).

To save the colonist you can do the following:

  • 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
  • Amputation
  • Part replacement

Amputation

If you know that a colonist might not make it, it's best that you amputate the part. Colonists that reach 80-90% disease progression with their immune systems unable to catch up should have their infected part amputated immediately if possible.

There is a chance that an amputation will fail, however, if not amputating will result in certain death it is best to take the risk. Besides, if you are amputating a hand, what does it matter if the surgeon manages to tear off the rest of the amputee's arm?

If the infection has progressed to over 97%, there is little to no chance your surgeons can successfully pull off an amputation in time. It's better to strip the sick colonist of their clothes and leave them to die or euthanize them to extract some Medical experience.

Part replacement

Besides amputation, you can also swap out the diseased part with a healthy one. If the surgery fails, however, you will risk another infection from the surgical cuts and stabs.

Version history

At around Beta 18 infections caused a reduction in part efficiency, allowing them to kill much earlier than usual if a critically injured vital body part is infected and the infection causes the efficiency of that body part to drop below zero.