Difference between revisions of "Hemogen"

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Bloodfeeding
 
Bloodfeeding
 
Hemogen packs
 
Hemogen packs
 +
Hemogen gain multiplier
  
 
== Hemogen craving ==
 
== Hemogen craving ==
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When a hemogenic pawns hemogen reserves hit 0, they begin having a craving for hemogen. This craving inflicts increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties. Once hemogen is over 0, the severity of the craving gradually decays until it disappears.
 
When a hemogenic pawns hemogen reserves hit 0, they begin having a craving for hemogen. This craving inflicts increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties. Once hemogen is over 0, the severity of the craving gradually decays until it disappears.
  
Hemogen craving does not accelerate hemogen decay, even when as severity decreases.  
+
While a pawn hemogen value is 0, their hemogen craving severity at a rate of {{++|5%}} per hour. It is currently unknown when this severity increase occurs.{{Check Tag|Detail|For example; does it instantaneously increase by +5% every hour, or does it increase by 5%*(150/2500) every 150 ticks like other needs, or some other fractional increase?}} 
  
=== Rates ===
+
So long as hemogen is above 0, hemogen craving severity reduces at a rate of {{---|10%}} per hour. Hemogen craving does '''not''' accelerate hemogen decay like [[malnutrition]] does for [[saturation]].
 
 
=== Thresholds ===
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|+ Caption text
 
 
|-
 
|-
! Label !! Severity !! Time from 0 Hemogen !! Time to 0% Severity !! Mood !! Pain !! Consciousness
+
! Label   !! Severity     !! Time from 0 Hemogen !! Time to 0%<br>Severity (Upper) !! Mood !! Pain !! Consciousness
 
|-
 
|-
| Example || Example || Example
+
! Minor   
 +
| >0% and ≤34%  || {{ticks/gametime|( 0/5) * 2500}} || {{ticks/gametime|(35/10) * 2500}} || {{--|10}} || {{--| 5%}} || {{Bad|90% Max}}
 
|-
 
|-
| Example || Example || Example
+
! Moderate
 +
| ≥35% and ≤69%  || {{ticks/gametime|(35/5) * 2500}} || {{ticks/gametime|(70/10) * 2500}} || {{--|15}} || {{--|10%}} || {{Bad|80% Max}}
 
|-
 
|-
| Example || Example || Example
+
! Major   
 +
| ≥70% and ≤100% || {{ticks/gametime|(70/5) * 2500}} || {{ticks/gametime|(100/5) * 2500}} || {{--|20}} || {{--|15%}} || {{Bad|50% Max}}
 
|}
 
|}
 
+
'''Note:''' Mood penalty does '''not''' include the penalty from pain.
  
 
== Abilities ==
 
== Abilities ==

Revision as of 02:09, 16 February 2023

A reserve of biological strength which can be gained and spent in a variety of ways. Hemogen can be increased by bloodfeeding from a human or consuming hemogen packs. You can obtain hemogen packs using the 'extract hemogen pack' medical operation on a non-hemogenic human. If hemogen reaches zero, [they] will become very unhappy.

— Hemogen description

Hemogen is a measure of the need and reserves of hemogenic pawns to fuel their bodies and abilities.

Hemogen total

Decay

Pawns with the hemogenic gene decay at -2 per day Pawns with the hemogen drain decay at an addition -8 per day, for a total of -10 per day.

Expenditure

Refilling

Bloodfeeding Hemogen packs Hemogen gain multiplier

Hemogen craving

Due to a lack of hemogen, this person's body is breaking down hemogen reserves in their bone marrow. This causes disorientation and a painful craving for human blood.

— Description

When a hemogenic pawns hemogen reserves hit 0, they begin having a craving for hemogen. This craving inflicts increasingly severe mood, pain, and consciousness penalties. Once hemogen is over 0, the severity of the craving gradually decays until it disappears.

While a pawn hemogen value is 0, their hemogen craving severity at a rate of +5% per hour. It is currently unknown when this severity increase occurs.[Detail]

So long as hemogen is above 0, hemogen craving severity reduces at a rate of −10% per hour. Hemogen craving does not accelerate hemogen decay like malnutrition does for saturation.

Label Severity Time from 0 Hemogen Time to 0%
Severity (Upper)
Mood Pain Consciousness
Minor >0% and ≤34% ticks (0 in-game hours) 8,750 ticks (3.5 in-game hours) −10 − 5% 90% Max
Moderate ≥35% and ≤69% 17,500 ticks (7 in-game hours) 17,500 ticks (7 in-game hours) −15 −10% 80% Max
Major ≥70% and ≤100% 35,000 ticks (14 in-game hours) 50,000 ticks (20 in-game hours) −20 −15% 50% Max

Note: Mood penalty does not include the penalty from pain.

Abilities

Analysis