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RimWorld => General Discussion => Topic started by: gamy on October 11, 2014, 11:40:50 AM

Title: cure disease sytem
Post by: gamy on October 11, 2014, 11:40:50 AM
i don't understand well the way to cure disease. each time a colon is ill, he goes to medical bed and be healed by a doctor  but the disease still be present.
i  see there is a % chance to recover from disease on health tab. the more the ill is on medical bed , the more the % chance increases.
I can let my colon on bed until cure it but it takes too long time randomly or it's never happened. during this time the patient doesn't work and become crazy because of confinement (plus the sick penality on mood). If i let the ill go on work the disease still there.
it seems there is no medic to completely cure the disease instantaneously. if the % is at 100% it seems  to give more chance to cure, but it's only a chance, it doesn't ensure the disease will be cured, it's randomly.

so how to be sure to cure a disease quickly or immeditaly ?
Title: Re: cure disease sytem
Post by: Avis on October 11, 2014, 02:17:43 PM
You cant cure a disease
Quotedisease quickly or immediately
You need to have your sick colonists go to a bed and await treatment, and then make sure they get some medicine. then make them lie in bed until they develop a immunity.
Title: Re: cure disease sytem
Post by: ShadowTani on October 11, 2014, 03:50:09 PM
You are misunderstanding that %, it's not a chance to recover, it's the progress towards becoming immune (i.e. cured). So there's no quick fix unfortunately.
Title: Re: cure disease sytem
Post by: christhekiller on October 11, 2014, 10:05:37 PM
You don't cure a sick person immediately.

Just keep them in a medical bed until they develop an immunity. It's unfortunate but it's the best chance they have to survive diseases.
Title: Re: cure disease sytem
Post by: Halinder on October 12, 2014, 12:37:39 AM
They can also work in between intervals of treatment (ex: next treatment in 0.31 days), so if you desperately need them up, go ahead. However, the longer they miss their treatment schedule, the more severe the disease gets, to the point your colonist may fall unconscious and die shortly thereafter.
Title: Re: cure disease sytem
Post by: Damien Hart on October 12, 2014, 12:49:46 AM
It's pretty much a race between severity and immunity. Whichever reaches 100% first determines the outcome.

Once immunity reaches 100%, the disease slowly decreases in severity, and they no longer require medicine.

Receiving medical treatment decreases severity growth rate. Resting in bed either decreases the rate severity grows at, or increases the rate immunity develops - I'm not sure which; either way, the result is the same.
Title: Re: cure disease sytem
Post by: StorymasterQ on October 12, 2014, 11:15:23 PM
Is there no research towards a cure? This is like Plague Inc all over again.
Title: Re: cure disease sytem
Post by: christhekiller on October 13, 2014, 05:04:18 AM
Quote from: StorymasterQ on October 12, 2014, 11:15:23 PM
Is there no research towards a cure? This is like Plague Inc all over again.

No
Just keep them in bed and they'll be fine.

I've never lost a colonist due to disease (I've had a couple prisoners get infected injuries and eventually succumb), and that's all because I keep them in bed unless we're being attacked. Yeah, having them in bed all the time is a pain, but it's better than losing them.
Title: Re: cure disease sytem
Post by: StorymasterQ on October 13, 2014, 10:53:25 PM
Quote from: christhekiller on October 13, 2014, 05:04:18 AM
Quote from: StorymasterQ on October 12, 2014, 11:15:23 PM
Is there no research towards a cure? This is like Plague Inc all over again.

No
Just keep them in bed and they'll be fine.

I've never lost a colonist due to disease (I've had a couple prisoners get infected injuries and eventually succumb), and that's all because I keep them in bed unless we're being attacked. Yeah, having them in bed all the time is a pain, but it's better than losing them.

Let me rephrase myself.

Shouldn't there be research towards a cure?
Title: Re: cure disease sytem
Post by: Goo Poni on October 14, 2014, 02:01:47 AM
In a game where your colonists are capable of Minecraftian things and can turn mere metal into a functional geothermal generator in a few in-game hours, maybe the ability to cure disease wouldn't go amiss. At the same time, it means that disease becomes a non-issue beyond the start of the game as you'll have enough medicine on hand that any new colonist can just be submitted to a battery of immunisations and be done with it.
Title: Re: cure disease sytem
Post by: Damien Hart on October 14, 2014, 02:35:14 AM
As it is now, plague pretty much requires the colonist to be confined to their bed for the duration of the bout. A research to increase the effectiveness of medicine, so as to create a little more breathing room might be better. Like Goo Poni said, if you can cure it completely, it becomes a non-issue.
Title: Re: cure disease sytem
Post by: ShadowTani on October 14, 2014, 11:40:53 AM
If done right I would definitively love a system where the storyteller created potential unknown illnesses and plagues that would require research to cure. x3
Title: Re: cure disease sytem
Post by: Damien Hart on October 14, 2014, 02:09:51 PM
Quote from: ShadowTani on October 14, 2014, 11:40:53 AM
If done right I would definitively love a system where the storyteller created potential unknown illnesses and plagues that would require research to cure. x3

Ooooh, +1 for this. ;D
Title: Re: cure disease sytem
Post by: StorymasterQ on October 14, 2014, 09:37:02 PM
Quote from: Damien Hart on October 14, 2014, 02:09:51 PM
Quote from: ShadowTani on October 14, 2014, 11:40:53 AM
If done right I would definitively love a system where the storyteller created potential unknown illnesses and plagues that would require research to cure. x3

Ooooh, +1 for this. ;D

Yeah, baby, that's what I'm talkin' 'bout. Now, let's get crakin' on reseasrchin' on dem new diseases.

Maybe in the future where world generation can handle creating 'previously inhabited ruins', there could be one that was desolated because of this unknown virus. Could be a scenario mod or something.