Immunity Gain Speed is affected by the following: The Immunity Gain Speed stat of the patient.InfectionLuck, an uncontrollable generated value that adds randomness to the diseases progression.Base immunity gain speed for the particular disease.This immunity gain is controlled by several factors: Some diseases are a race between the increasing severity of the disease and the increasing immunity to it. In addition, a healer mech serum immediately cures any disease. For example, infection in a non-vital part can be cured by amputating or replacing a limb, blood rot can be instantly cured with glitterworld medicine, and gut worms can be treated by replacing the stomach. Applies to lung rot, fibrous mechanites, sensory mechanites, and blood rot.Ĭertain diseases have specialized cures. The disease fades only after a certain time. The disease progresses over time, and treatment slows and even prevents progression.Applies to gut worms and muscle parasites. For example, 4 tends at 80% quality would equal 320% total tend quality. Treatment must reach a total tend quality (300%) before the disease is cured. This applies to most fatal diseases, including the flu, infection, and plague. Once immune, the disease will slowly fade and the colonist will stop being a patient. Immunity is gained over time, dependent on Immunity Gain Speed and independent of tend quality. The disease will progress over time, and treatment slows down progression.There are 3 types of diseases to tend to: How often a disease can be tended depends on the disease itself. Generally, higher quality tends reduce the total time until recovery, though mechanics vary. Tend Quality is determined by a variety of factors, including the doctor's skill and the quality of Medicine used. Most diseases can be tended to, just like an injury or ailment, by a Doctor pawn and when the afflicted pawn is assigned to Patient themselves. Uniquely, reducing severity to 0 cures the disease (no immunity required).4 different types of illness, from mild to grave.Mild and easily treated, but can be a drain on medicine.Ĭomplete immobility.Significantly increases sight, hearing, and talking ( +50% to all).Very long-lasting, but improves many stats. Significantly increases manipulation, moving and blood pumping ( +50% to all).Lowered manipulation and movement speed ( −30%).Resisted by sources of Toxic Environment Resistance.Occurs after enough exposure to rot stink. Exclusive to animals in manhunter packs. Mainly lowers consciousness & manipulation ( −2% to −20%).Threat is the amount of rest / medicine required.Also reduces consciousness and manipulation (up to −30%).Later stages cause pain and reduces consciousness.Attacks blood filtration, slowing immunity speed.Lowers consciousness, manipulation, breathing ( −5% to −20%).Non-elderly adults can survive without treatment, with just bedrest.50% tend quality equals half the reduction. Treatment's reduction of severity depends on tend quality. Note: Base values of severity and immunity gain speed used in the table. How fast a disease progresses depends on the disease itself. Most diseases go from minor -> major -> extreme. If a fatal disease's severity reaches 1.0 (100%), then death occurs. As a disease progresses, its symptoms progressively get worse. Most diseases uses the severity mechanic. The disease event still happens, but colonists will not be affected. The drug penoxycyline protects against Malaria, Plague, and Sleeping sickness. Disease does not ever spread between colonists, though disease events often simulate "outbreaks" by inflicting multiple colonists at the same time. Note that diseases are not contagious in RimWorld. Blood rot and paralytic abasia are exclusively part of quests, while infant illness can only happen during birth.Lung rot occurs randomly when inhaling enough rot stink.Tending the injury in a clean room reduces the chance of infection. Infection may occur after a bleeding injury, burn, or frostbite is inflicted.However, some diseases happen situationally, regardless of biome: Your colony's biome determines how common diseases are, as well as how common each disease is. Most diseases are contracted as part of an event. For chronic health conditions, see Ailments.ĭiseases are temporary and treatable ailments, that pass away after a certain amount of time or treatment. This article is about treatable illnesses.
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