Planting healroot or making other long term plans might be wise at the first sign of this disease. Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.īecause of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Treatment can be applied every 48 ingame hours (2 days, or 120,000 ticks ( 33.33 mins)). The only cure for this disease is time it will fade in 1-2 quadrums. Severity decreases by up to 100% per day when tended actual rate depends on treatment quality.My current playthrough is 41 days in a temperate forest average 1.2 diseases per YEAR) and Ive gotten muscle parasites + muscle parasites again + gut worms now on day 41. Severity increases by 0.25 per day when not tended Ive gone through the past 20-30 hours of gameplay getting BARRAGED by disease.Severity increases when left untended, and slows or regresses once tended. Note: The second stage is only an increase in pain, there is no additional stat boosts over early stages You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycast to negate the pain, making them mobile. Note that the pain will incapacitate pawns with the Wimp trait. The mechanites will only be cured with time, and will remain for the same length regardless of what you do. Treatment does not cure the disease, it only prevents the pain from worsening. However, this "disease" remains a net positive, if you can handle the sleep. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. Fibrous mechanites Gut worms Muscle parasites Sensory mechanites Paralytic abasia Animal diseases Scaria. Fibrous Mechanites give massive boosts to various stats, but also give a large modifier to Rest Fall Rate. This article relates to content added by Royalty.
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