![]() Extremely vulnerable patients have only extreme options.) Case studies long-term hunger), or over the age of 50, so their time to reach immunity will be greater. from a missing/damaged kidney), malnutrition (i.e. (* A patient gains immunity more slowly with poor blood filtration (e.g. Pawns with 100% Immunity Gain Speed* constantly resting in a bed will become immune in just over 1 1/2 days. This meas that an infection can kill less than 29 hours (1.19 days) from first symptoms. At 100% treatment, the disease will progress by 0.31 per day.Treatment slows progression by a maximum of -0.53 per day (less with poor treatment).Immunity increases by 0.6441 per day when sick.When immune, severity decreases by 0.7 per day.When not immune or treated, severity increases by 0.84 per day (.035 per hr.).Extreme (Advanced) - Severity: 0.87 - 0.99.Unfortunately, the disease progresses faster without good treatment and rest. The current status of both progressions can be viewed in the sick colonist's Health tab by mouse-hovering over the word "Infection". Infection and immunity progression begin as soon as the disease is detected the first to 100% (1.0 severity) "wins", either saving or killing the pawn. 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. See cleanliness for more details.Ī 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. ![]() You should also have pawns clean the room in question. Any constructed floor is better than dirt, and sterile tiles are better than generic floors. Make sure to tend to people/animals quickly, in a clean/sterile environment. However, the chances of infection can be severely reduced. Other than simply never sending a pawn into combat, infections can not be completely prevented. the patient's immunity progression the first to a value of 1.00 (100%) "wins". Once an infection sets in, it immediately becomes a life-or- death race between the infection rates vs. 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 15,000 ticks ( 4.17 mins) to 45,000 ticks ( 12.5 mins). A regular room without any dirt has a 50% multiplier, a clean room with sterile tiles has a 32% multiplier, while caravans and outdoor spaces have are 100%. Cleaner rooms further reduce the chance of infection. Animals have 20% of a colonist's chance to get an infection. The multiplier is 85% at 0% tend quality, and linearly decreases to 5% at 100% tend quality. Treated wounds can still get infected, at a reduced chance.
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