Difference between revisions of "Rot stink"
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{{stub|reason=Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion}} | {{stub|reason=Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion}} | ||
− | '''Rot stink''' is a [[gas]] created by rotting [[food]] and [[corpse]]s. The gas creates a bad mood for pawns affected by it | + | '''Rot stink''' is a [[gas]] created by rotting [[food]] and [[corpse]]s. The gas creates a bad mood for pawns affected by it and can cause rot stink exposure and [[lung rot]]. |
== Causes == | == Causes == | ||
{{Stub|section=1|reason=what causes it and how much e.g. does 1 rice create as much as 1 thrumbo corpse}} | {{Stub|section=1|reason=what causes it and how much e.g. does 1 rice create as much as 1 thrumbo corpse}} | ||
+ | Corpses that aren't in below zero temperature produce rot stink constantly, food that rots will have the rot stink appear for a brief time, where it won't lead to much effect if a pawn is exposed to it | ||
== Mechanics == | == Mechanics == | ||
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* '''Rot stink lingering:''' {{--|6}} mood debuff ("That rot stink was horrible - and it feels like it's still stuck to me.") | * '''Rot stink lingering:''' {{--|6}} mood debuff ("That rot stink was horrible - and it feels like it's still stuck to me.") | ||
− | Exposure causes increasing severity of the "Rot stink exposure" condition. | + | Exposure causes increasing severity of the "Rot stink exposure" condition. |
+ | The only effect of rot stink exposure is to given a chance for the affected pawn to contract [[lung rot]] proportional to the severity of the exposure. A higher severity increases the chance of contracting [[lung rot]], going up to a {{MTB}} of 8 days at 50% severity up to a {{MTB}} of 0.5 at 100% severity. | ||
When not exposed to the gas, the severity slowly drops with 15% per day. | When not exposed to the gas, the severity slowly drops with 15% per day. | ||
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== Analysis == | == Analysis == | ||
{{Stub|section=1|reason=risks, management, strategies uses etc}} | {{Stub|section=1|reason=risks, management, strategies uses etc}} | ||
− | It can be used in [[Killbox|killboxes]], but, | + | It can be used in [[Killbox|killboxes]] to cause lung rot afflicting {{++|10%}} pain and {{--|10%}} breathing, but this poses a major hazard to colonists traversing it but can be negated by doing some of the following. |
+ | *Seal the killbox to have [[Cooler]]s that can be toggled, this is to prevent rot stink when it's not needed but also to prevent desiccation | ||
+ | *Equip pawns with clothing that has Toxic Environment Resistance like [[Gas mask]]s, [[Face mask]]s, [[Veil]]s and [[Prestige robe]]s. {{RoyaltyIcon}} This reduces rot stink buildup but doesn't prevent the mood loss. | ||
+ | *Having pawns with [[Gene|Tox immunity or Total antitoxic lungs]], this prevents mood loss and rot stink buildup. | ||
+ | **[[Gene|Perfect Immunity]] prevents lung rot but doesn't prevent the mood loss. | ||
+ | *Installing [[Detoxifier lung|one or two detoxifier lungs]] which protects those lungs from it with both avoiding the mood loss. | ||
+ | Alternatively, any of these can be used together to prevent rot stink buildup entirely, as long as the pawn gets 100% Toxic Environment Resistance. The tox resistance gene does not protect against rot stink at all, and only the tox immunity or total antitoxic lungs genes can prevent the mood hit from rot stink exposure. If planning to use rot stink as a debuffer. <br> | ||
+ | Keep in mind the disease is long-term for survivors and rather tedious to manage for little short-term gain in raids but can be treated as a side-effect of using tox gas which can be used in killboxes much more effectively so it is important to keep those areas cool when replacing the traps for it, and either repurpose the corpses for [[IED deadlife trap]]s,{{AnomalyIcon}} or build a [[crematorium]] nearby. | ||
== Version history == | == Version history == | ||
* [[Version/1.4.3555|1.4.3525]] - Added. | * [[Version/1.4.3555|1.4.3525]] - Added. | ||
* [[Version/1.4.3555|1.4.3555]] - All gasses, including rot stink, can now travel through vents. | * [[Version/1.4.3555|1.4.3555]] - All gasses, including rot stink, can now travel through vents. | ||
+ | * [[Version/1.5.4062|1.5.4062]] - Rotstink exposure now causes lung rot in Core. Previously the effects were defined in Core, and the [https://store.steampowered.com/news/app/294100?emclan=103582791454681671&emgid=3294970071159733465 Steam announcement] for Update 1.4 mentioned it as a Core feature, however rot stink exposure and lung rot would not be applied without the [[Biotech DLC]]. | ||
[[Category:Gas]] | [[Category:Gas]] |
Latest revision as of 20:54, 20 October 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion. |
Rot stink is a gas created by rotting food and corpses. The gas creates a bad mood for pawns affected by it and can cause rot stink exposure and lung rot.
Causes[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: what causes it and how much e.g. does 1 rice create as much as 1 thrumbo corpse. |
Corpses that aren't in below zero temperature produce rot stink constantly, food that rots will have the rot stink appear for a brief time, where it won't lead to much effect if a pawn is exposed to it
Mechanics[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: When does each thought activate? Convert thoughts to Template: Thought. Gas mechanics re gas density and severity gain and also re current severity and mtb to get lung rot - a graph of severity to mtb would be ideal. |
Like other gasses, its density is shown as a percentage. In small or indoor spaces, the amount of rot stink builds up quickly, which causes the severity to rise quickly as well.
Rot stink induces negative thoughts:[Under what conditions?]
- Rot stink: −10 mood debuff ("A rotten stink invades my nostrils and sticks to my skin. It makes me sick.")
- Awful rot stink: −16 mood debuff ("The stench of rot is so thick I almost feel like I'm swimming in it. I can hardly breathe in this filth!")
- Rot stink lingering: −6 mood debuff ("That rot stink was horrible - and it feels like it's still stuck to me.")
Exposure causes increasing severity of the "Rot stink exposure" condition. The only effect of rot stink exposure is to given a chance for the affected pawn to contract lung rot proportional to the severity of the exposure. A higher severity increases the chance of contracting lung rot, going up to a MTB of 8 days at 50% severity up to a MTB of 0.5 at 100% severity.
When not exposed to the gas, the severity slowly drops with 15% per day.
- Minor: visible when reaching 15%, up to 35%
- Major: 35-50%
- Serious: 50%
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: risks, management, strategies uses etc. |
It can be used in killboxes to cause lung rot afflicting +10% pain and −10% breathing, but this poses a major hazard to colonists traversing it but can be negated by doing some of the following.
- Seal the killbox to have Coolers that can be toggled, this is to prevent rot stink when it's not needed but also to prevent desiccation
- Equip pawns with clothing that has Toxic Environment Resistance like Gas masks, Face masks, Veils and Prestige robes. This reduces rot stink buildup but doesn't prevent the mood loss.
- Having pawns with Tox immunity or Total antitoxic lungs, this prevents mood loss and rot stink buildup.
- Perfect Immunity prevents lung rot but doesn't prevent the mood loss.
- Installing one or two detoxifier lungs which protects those lungs from it with both avoiding the mood loss.
Alternatively, any of these can be used together to prevent rot stink buildup entirely, as long as the pawn gets 100% Toxic Environment Resistance. The tox resistance gene does not protect against rot stink at all, and only the tox immunity or total antitoxic lungs genes can prevent the mood hit from rot stink exposure. If planning to use rot stink as a debuffer.
Keep in mind the disease is long-term for survivors and rather tedious to manage for little short-term gain in raids but can be treated as a side-effect of using tox gas which can be used in killboxes much more effectively so it is important to keep those areas cool when replacing the traps for it, and either repurpose the corpses for IED deadlife traps, or build a crematorium nearby.
Version history[edit]
- 1.4.3525 - Added.
- 1.4.3555 - All gasses, including rot stink, can now travel through vents.
- 1.5.4062 - Rotstink exposure now causes lung rot in Core. Previously the effects were defined in Core, and the Steam announcement for Update 1.4 mentioned it as a Core feature, however rot stink exposure and lung rot would not be applied without the Biotech DLC.