Disease infection rates: need of a re-balance?

Started by Listy, April 15, 2016, 08:01:23 AM

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Fungus

Quote from: makapse on April 15, 2016, 01:36:05 PM
err microing med kit? Its just banning med kits for everyone and only allowing it while there is a lifethreatening infection or something. I mean do you treat every normal wound with meds?
I only ever bother with xirigium, medkits et al get too expensive. Keep enough growing that you can sell the excess and you never need to micromanage. They're good trade goods, too. Set some farmland somewhere, wall it off and pray. Make it big enough and you'll never need to bother again. Animals, prisoners, everybody can get basic healthcare! Medkits are best used to make medical beds imo.

Listy

Quote from: makapse on April 15, 2016, 01:36:05 PM
err microing med kit? Its just banning med kits for everyone and only allowing it while there is a lifethreatening infection or something. I mean do you treat every normal wound with meds?

Pretty much yes.
Herbal Meds used everyday for anyone who needs them. Normally I have so many of the things.
Medkits for operations.
Gliterworld meds: Hahahahahaha... really you want me to pay for that?

Fungus

Quote from: Listy on April 15, 2016, 01:42:40 PM
Pretty much yes.
Herbal Meds used everyday for anyone who needs them. Normally I have so many of the things.
Medkits for operations.
Gliterworld meds: Hahahahahaha... really you want me to pay for that?
Do medkits make a difference to operations? My main surgeon hits over 180% for treatment quality with herbal, their base success rate for surgery is over 100%. I've seen them fail but assumed medkits wouldn't make a difference.

Listy

Quote from: Fungus on April 15, 2016, 01:53:02 PM
Quote from: Listy on April 15, 2016, 01:42:40 PM
Pretty much yes.
Herbal Meds used everyday for anyone who needs them. Normally I have so many of the things.
Medkits for operations.
Gliterworld meds: Hahahahahaha... really you want me to pay for that?
Do medkits make a difference to operations? My main surgeon hits over 180% for treatment quality with herbal, their base success rate for surgery is over 100%. I've seen them fail but assumed medkits wouldn't make a difference.

From what I hazily remember. Each medkit has a bonus to any medical treatment roll. with Herbal meds the lowest bonus and Glitterworld meds the best.
Of course that's from memory etc etc.

I always thought that Gliterworld meds should be a magic bullet that cures everything the patient's got at that time, I mean we're talking super advanced stuff here. That along with a price increase would mean you have counters to ageing such as dementia. Of course at the next birthday it might come back, but hey... you're colony is rich. Right?
the above fits in with the lore as well.
But no its just a flat bonus to a medical roll, which renders it useless. Because by the time you've survived long enough to be purchasing them there's no one single colonist that you need to survive that much, and so what if someone dies? There's be another 100 potential recruits along in a week.

Fungus

Quote from: Listy on April 15, 2016, 02:00:57 PM
Quote from: Fungus on April 15, 2016, 01:53:02 PM
Quote from: Listy on April 15, 2016, 01:42:40 PM
Pretty much yes.
Herbal Meds used everyday for anyone who needs them. Normally I have so many of the things.
Medkits for operations.
Gliterworld meds: Hahahahahaha... really you want me to pay for that?
Do medkits make a difference to operations? My main surgeon hits over 180% for treatment quality with herbal, their base success rate for surgery is over 100%. I've seen them fail but assumed medkits wouldn't make a difference.

From what I hazily remember. Each medkit has a bonus to any medical treatment roll. with Herbal meds the lowest bonus and Glitterworld meds the best.
Of course that's from memory etc etc.

I always thought that Gliterworld meds should be a magic bullet that cures everything the patient's got at that time, I mean we're talking super advanced stuff here. That along with a price increase would mean you have counters to ageing such as dementia. Of course at the next birthday it might come back, but hey... you're colony is rich. Right?
the above fits in with the lore as well.
But no its just a flat bonus to a medical roll, which renders it useless. Because by the time you've survived long enough to be purchasing them there's no one single colonist that you need to survive that much, and so what if someone dies? There's be another 100 potential recruits along in a week.
Yeah, exactly what I'd figured. Well, with good beds you don't even need a great doctor, hence why I think kits are best used for beds. I'm going for 10 masterwork, then 10 legendary, hehe. Will take many in game years at this rate though.

makapse

even at skill lvl20, idont see more than half masterworks. GL with that

Fungus

#21
I've got one from the first ten I made. I've not got any in trade for about two in game years. I'd kind of forgotten about it. So yeah, probably by the time my teens get dementia. They'll be able to watch megascreen the as well though.

Also, forgot to mention; I am in total agreement with the glitterworld stuff. It's just a tease, which is utterly backwards. It's something I just glance over now.

Listen1

Tynan, i can confirm that in the jungle the rate of malaria and sleeping sickness and (maybe) plague is higher, but from what i've tested, the Gut Worms/Paresites/Mechanoid Paresite is really high in every maps, from deserts to jungle.

It is common to have about 3 cases of gut worms in the first year, 6 in the secound year and over 10 cases in the third year forward.

I find it kinda unbalanced, if it is this the OP is talking about, I sign under it. If it is about the other diseases, I find them pretty balanced, even in the jungle.

Fungus

Seriously, try cleaning up. I used to have crippling epidemics, now I rarely get two infected colonists.

falcongrey

Quote from: Fungus on April 15, 2016, 01:24:51 PM
I always play jungle and I've noticed a big drop in disease since I started keeping a dedicated cleaners on duty at night. Less mess being created then so they tend to get things spotless. Some new legs  and mechanites help. Hehe.

Also, I've not had a case of malaria or plague that's affected more than one colonist in years. Normally illness affects captives or those in hospital... hence why I figured it's related to cleanliness. It also makes sense.

I've seen this same thing with Cleanliness and now have someone assigned to that as soon as I possibly can.
It matters not if we win or fail. It's that we stood and faced it.

Fungus

Glad to know somebody else has the same experience! The mechanics are a little frustrating though. How do you tackle it? I decrease priority of hauling but I still get the idle colonist warning on occasion, which really shouldn't be happening.

Listy

Quote from: Fungus on April 15, 2016, 02:35:51 PM
Seriously, try cleaning up. I used to have crippling epidemics, now I rarely get two infected colonists.

Funny.. I tend to have a very clean base, simply because it means that infections of wounds are so much lower. First time that came In I had a very rough time and was unable to recruit anyone without them dying.

Listen1

Quote from: falcongrey on April 15, 2016, 02:57:13 PM
Quote from: Fungus on April 15, 2016, 01:24:51 PM
I always play jungle and I've noticed a big drop in disease since I started keeping a dedicated cleaners on duty at night. Less mess being created then so they tend to get things spotless. Some new legs  and mechanites help. Hehe.

Also, I've not had a case of malaria or plague that's affected more than one colonist in years. Normally illness affects captives or those in hospital... hence why I figured it's related to cleanliness. It also makes sense.

I've seen this same thing with Cleanliness and now have someone assigned to that as soon as I possibly can.

Are the cleaniess of the place and the disease rate related? Because I get the new infections really often, and only the inside of my base is clean, the outside where they grow corpses, craft some things and walk alot

falcongrey

Quote from: Flying Rockbass on April 15, 2016, 04:24:40 PM
Quote from: falcongrey on April 15, 2016, 02:57:13 PM
Quote from: Fungus on April 15, 2016, 01:24:51 PM
I always play jungle and I've noticed a big drop in disease since I started keeping a dedicated cleaners on duty at night. Less mess being created then so they tend to get things spotless. Some new legs  and mechanites help. Hehe.

Also, I've not had a case of malaria or plague that's affected more than one colonist in years. Normally illness affects captives or those in hospital... hence why I figured it's related to cleanliness. It also makes sense.

I've seen this same thing with Cleanliness and now have someone assigned to that as soon as I possibly can.

Are the cleaniess of the place and the disease rate related? Because I get the new infections really often, and only the inside of my base is clean, the outside where they grow corpses, craft some things and walk alot

I don't know the coding but from experience, I've observed a yes to this along with biome you chose to play in. Cooler biomes seem to also have a lower infection rate but this is just observation from a couple plays in those areas and may not be accurate; could have been luck.
It matters not if we win or fail. It's that we stood and faced it.

Rahjital

Quote from: Flying Rockbass on April 15, 2016, 04:24:40 PM
Are the cleaniess of the place and the disease rate related? Because I get the new infections really often, and only the inside of my base is clean, the outside where they grow corpses, craft some things and walk alot

Looking at the code, no, they aren't, cleanliness only matters for infections. The only thing that can prevent a pawn from getting diseased is if he already has the disease, or still has some leftover immunity from when he was last ill.