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Disease Immunity Progress Tracker

Visualizes disease/infection progression vs immunity gain with predictive timeline graphs. Shows whether a pawn will survive based on current treatment, helping you make informed decisions about medical care.

Mouse over any pawn's disease in their health tab to see a new window with the history and prediction for the outcome given the current pace of progression.

Disease Details

Here's a breakdown for each disease type.

Immunity vs Disease Progression race - Flu, Infections, Malaria, Plague

With these, immunity and severity both rise toward 100% and the first to reach 100% determines the outcome. Treatment slows severity and bed rest and pawn health increase immunity gain rate.

  • Shows trend lines for disease severity and immunity
  • Estimates if pawn will survive or not, and by how much margin
  • Indicators for bed rest (blue background) and tend events with quality (yellow vertical lines)

Cumulative Treatment - Gut Worms, Muscle Parasites

These are cured when total accumulated tend quality reaches 300% and are non-fatal. Each treatment adds its quality percentage to the total.

Shows:

  • Total progress (out of 300% cumulative tend quality) as well as overall percentage complete
  • Tend history with quality and tending doctor
  • Estimated number of remaining tends to cure the disease

Purely Time-based - Lung Rot and Fibrous/Sensory Mechanites

These cure automatically after a set duration (1-2 quadrums [aka "seasons"]). Treatment keeps severity low while waiting. Mechanites cause pain but aren't fatal, but rots can be fatal if untreated.

Shows the following:

  • Time remaining in days and a progress bar
  • Current severity
  • Graph of severity throughout the course of the disease
  • Tending history

Toxic Buildup

Severity increases from being outdoors (unroofed areas) during the toxic fallout event, or standing in polluted terrain or tox gas. It decreases at 8%/day only when away from all sources. Health risks increase above 40% severity.

Shows:

  • Current source(s) causing toxic buildup if accumulating, or SAFE if recovering
  • Toxic resistance, if any
  • Buildup history chart with causes and thresholds shown
  • Health risks posed by current severity
  • Prognosis

Asthma

Asthma cannot be cured with medicine alone, the lungs must be replaced for an actual cure. If tended with a quality of 32% or higher, the severity will decrease, otherwise it will rise slowly to a maximum of 50%. Symptoms are worse with higher severity.

Shows:

  • Current tending and affect on progression
  • Historic progression and trend given current tending quality
  • Tending history

Artery Blockage

Artery Blockage is a chronic heart condition that progresses very slowly over time (typically years). It cannot be treated medically - the only cures are heart replacement, healer mech serum, luciferium, or a biosculpter. As severity increases through stages, the risk of heart attacks escalates.

Shows:

  • Current severity and stage
  • Progression rate and estimated time to next stage
  • Heart attack risk (daily percentage and expected attacks before the next stage)
  • Severity graph showing historical trend and projection
  • Available cure options

Food Poisoning

This is what happens when you use your kitchen as corpse storage and let your "Cooking: 1" colonist be the chef. Just gotta tough it out over a 24 hour period - watch the mood and hunger as these can take a big hit.

Compatibility

This was tested only on Vanilla diseases, I have no idea if it'll work with any additional disease provided by other addons.

Source Code

github: https://github.com/Lornath/RimworldDiseaseImmunityProgressTracker

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