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. | ||
− | + | 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?}} | |
− | + | 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]]. | |
− | |||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | ! 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 |
|- | |- | ||
− | | | + | ! Minor |
+ | | >0% and ≤34% || {{ticks/gametime|( 0/5) * 2500}} || {{ticks/gametime|(35/10) * 2500}} || {{--|10}} || {{--| 5%}} || {{Bad|90% Max}} | ||
|- | |- | ||
− | | | + | ! Moderate |
+ | | ≥35% and ≤69% || {{ticks/gametime|(35/5) * 2500}} || {{ticks/gametime|(70/10) * 2500}} || {{--|15}} || {{--|10%}} || {{Bad|80% Max}} | ||
|- | |- | ||
− | | | + | ! 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
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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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% | 0 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.