Difference between revisions of "Health"
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− | [[Characters]], like [[ | + | [[Characters]], like [[colonist]]s, [[raider]]s, etc, can become [[Injury|injured]] (via the environment or fighting). |
Each injury affects a different part of the colonists' well being, and can be found under a character's [[Health]] tab. | Each injury affects a different part of the colonists' well being, and can be found under a character's [[Health]] tab. | ||
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==== Sight ==== | ==== Sight ==== | ||
− | Sight is a capacity that contributes to stats including [[Shooting Accuracy|shooting accuracy]], [[Melee Hit Chance|melee hit chance]], and for colonists, nearly every work stat. Humans and animals have eyes, while [[ | + | Sight is a capacity that contributes to stats including [[Shooting Accuracy|shooting accuracy]], [[Melee Hit Chance|melee hit chance]], and for colonists, nearly every work stat. Humans and animals have eyes, while [[scyther]]s and [[centipede]]s have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a [[bionic eye]]. |
==== Hearing ==== | ==== Hearing ==== | ||
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=====Limb Replacement===== | =====Limb Replacement===== | ||
− | From [[ | + | From [[peg leg]]s to [[bionic arm]]s, you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|enemies]] with peg legs out of spite. |
− | Bionic parts have a bonus to specific actions or movement. For example, a [[ | + | Bionic parts have a bonus to specific actions or movement. For example, a [[bionic leg]] will increase your colonist's [[Move_Speed|moving speed]] by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%. |
=====Implants===== | =====Implants===== |
Revision as of 08:29, 7 January 2018
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Characters, like colonists, raiders, etc, can become injured (via the environment or fighting).
Each injury affects a different part of the colonists' well being, and can be found under a character's Health tab.
Under the health tab there are two sub-tabs, one for a health overview and a second tab for scheduling any operations that a colonist requires.
Health Systems
Pawns have the following health systems.
System Name | Biological Body Parts |
Mechanical Body Parts |
Biological Pawns Have? |
Mechanical Pawns Have? |
Fatal if all capacity lost?[1] |
---|---|---|---|---|---|
Pain | - | - | Yes | No | No |
Consciousness | Brain | - | Yes | No | Yes |
Data Processing | - | Mechanical Brain | No | Yes | Yes |
Sight | Eye | Sight Sensor | Yes | Yes | No |
Hearing | Ear | Hearing Sensor | Yes | Yes | No |
Moving | Leg, Foot | Leg, Foot[2] | Yes | Yes | No |
Manipulation | Arm, Hand | Arm, Hand[3] | Yes | Yes | No |
Talking | Jaw, Neck | - | Yes | No | No |
Communication | - | Neck[4] | No | Yes | No |
Breathing | Lungs | - | Yes | No | Yes |
Blood Filtration | Kidneys | - | Yes | No | Yes |
Blood Pumping | Heart | - | Yes | No | Yes |
Metabolism | Liver | - | Yes | No | Yes |
- ↑ Refers to whether or not the pawn will die if a system's capacity becomes 'None'
- ↑ Centipedes body rings are used for movement instead, since they don't have legs.
- ↑ Again, Centipedes body rings are used for work instead, since they don't have arms.
- ↑ Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.
Sight
Sight is a capacity that contributes to stats including shooting accuracy, melee hit chance, and for colonists, nearly every work stat. Humans and animals have eyes, while scythers and centipedes have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a bionic eye.
Hearing
Hearing is a capacity that contributes to trade price improvement. Hearing is reduced by damaged, missing ears, dementia or aging (Birthday).
Moving
Moving is a pawn's capacity to use their legs to move about. It's a major factor in a pawn's overall movement speed. Moving is reduced when a leg, femur, tibia, foot, toe or their spine is injured.
Consciousness applies a 1 for 1 multiplier on moving, while breathing and blood pumping does the same but only up to -10% moving, so anything that affects any of these stats will also increase or reduce moving by the same amount. Moving is also directly reduced by certain ailments including bad back and frailty.
Any time a pawn's moving is reduced to below 15%, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
Manipulation
Manipulation is a pawn's capacity to perform any task with their hands. It is an important factor in almost every task a colonist can perform.
Anatomically, bipeds use their left and right arms for manipulation, and each side contributes its efficiency level to 50% of the manipulation stat. Total loss of a shoulder, arm, radius, humerus or hand will render that side totally useless and reduce the pawn's manipulation by 50%. Loss of a finger will result in about an 8% manipulation penalty per finger. For quadrupeds, manipulation is reduced by injury to their jaw instead. For both, injury to the spine will also reduce manipulation.
Consciousness applies a 1 for 1 multiplier on manipulation, so anything that affects consciousness (pain, brain damage, diseases, drugs, joywires, etc) will also increase or reduce manipulation by the same amount. Manipulation is also reduced by ailments including bad back and frailty. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms.
Talking
Health, called Communication on mechanoids, is a pawn capacity: A character's capacity of speech. Directly affected by consciousness. Talking is a factor of all social stats. Talking capacity is reduced by a damaged or missing jaw. Dementia also impairs talking.
At the time of writing, the maximum possible talking capacity is Expression error: Missing operand for *.% for a pawn with sensory mechanites and the maximum possible consciousness of 170%. There is however no advantage of a talking capacity above 100%.
Affected stats
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Social Impact | Stat | 0.9 | 1 | A multiplier on how much other people are affected by this person's social interactions. |
Negotiation Ability | Stat | 0.9 | 1 | How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. |
Conversion Power | Stat | 0.9 | 1 | How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. |
Train Animal Chance | Stat | 0.7 | 1 | The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. |
Tame Animal Chance | Stat | 0.9 | 1 | The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. |
Trade Price Improvement | Stat | 0.9 | 1 | When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. |
Factors
The following factors affect Talking:
- Consciousness: 100% importance, no allowed defect. No Max
- Jaw part efficiency. 100% importance, no allowed defect. No Max
- Denture: Part efficiency offset −20%
- Tongue part efficiency. 100% importance, no allowed defect. No Max
- Bionic tongue: Part efficiency offset 0%
- Ghoul: Being a ghoul multiplies a pawn's Talking by ×0%
Offsets
The following offsets affect Talking:
- Dementia: −25%
- Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a −40% to Talking.
- Sensory mechanites: +50%
Eating
Eating is the capacity of biological pawns to consume food and is a major factor of Eating Speed. It is reduced by a damaged jaw Even when missing a jaw a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a denture.
Breathing
Health is a pawn capacity: The ability of a character to breathe. Affects consciousness and movement. Breathing is impaired by damaged lungs and neck. A character missing a lung has breathing reduced by 50% but can still survive. Without lungs, all breathing ceases and the organism will die. Lungs can be harvested and transplanted from other humans.
Breathing bears a small weight in the consciousness and movement capacities, hence why asthmatics will be slightly slower than healthy colonists.
It is lethal for humans and animals for breathing to be reduced to zero.
At the time of writing, the maximum possible breathing capacity is 120% with a healthy pawn high on luciferium and with two detoxifier lungs installed.
Affected stats
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Consciousness | Capacity | 0.2 | 1 | The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0%. |
Moving | Capacity | 0.2 | - | How well a character can move around. Directly affected by consciousness. |
Rest Rate Multiplier | Stat | 0.3 | - | A multiplier on how quickly a creature rests while sleeping. |
Base factors
The following factors affect breathing:
- Lung part efficiency. 50% importance per lung, no allowed defect. No Max (effectively 110%).
- Detoxifier lung: 110% part efficiency resulting in +5% breathing per lung replaced.
- Neck part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
- Ribcage part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
- Sternum part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
Offsets
The following offsets affect breathing. They are applied after the base factors.
- Luciferium high: +10%
- Infection extreme (advanced): −5%
- Flu
- Minor: −10%
- Major: −15%
- Extreme: −20%
- Plague extreme (advanced): −15%
- Tox gas:
- Mild: −15%
- Moderate: −30%
- Severe: −60%
- Infant illness:
- Extreme: −5%
Blood Filtration
Health, called Fluid Reprocessing on mechanoids, is a pawn capacity: A character's ability to fight off diseases. Affects consciousness and immunity gain speed. Blood Filtration is a function of a human's and animal's bodies provided by the kidneys and liver. It is a major factor of Immunity Gain Speed and is therefore critical to keeping sick people and animals alive.
It is lethal for humans, animals and mechanoids for Blood Filtration to be reduced to zero.
Mechanoids do not have a liver equivalent, but do have kidney equivalents; fluid reprocessors.
At the time of writing, the maximum possible Blood Filtration capacity is 180% with a healthy pawn high on luciferium and with two Detoxifier kidneys installed.
Affected stats
Stat | Type | Weight | Max | Description |
---|---|---|---|---|
Consciousness | Capacity | 0.1 | 1 | The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0%. |
Immunity Gain Speed | Stat | 0.5 | - | The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity. |
Factors
The following factors affect blood filtration.
- Kidney part efficiency. 50% importance per Kidney, no allowed defect. No Max.
- Detoxifier kidney: 110% part efficiency resulting in +5% blood filtration per kidney replaced.
- Liver part efficiency. 100% importance, no allowed defect. No Max.
- Food poisoning
- Recovering and Initial: x95%
- Major: x85%
Offsets
The following offsets affect Health.
- Luciferium high: +70%
- Malaria
- Minor: −10%
- Major: −20%
- Extreme: −22%
Blood Pumping
Blood Pumping is an essential function provided by the heart. It directly influences the moving stat. A pawn whose blood pumping reaches 0% will die instantly.
Metabolism
Metabolism is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's metabolism value, the less food and rest they will need. A pawn whose metabolism reaches 0% will die instantly.
Communication
Communication is a scyther's system that allows it to vocalize and communicate, although it has no actual impact on gameplay.
Data Processing
Data processing is carried out by a mechanoid's artificial brain and is the functional equivalent of a humanoid's brain function.
Consciousness
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up. When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
Pain
- Main Article: Pain
Most biological creatures including colonists, raiders, and animals feel pain caused by injuries. A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.[Detail Needed] Even a little pain causes unhappy thoughts. Once pain passes 10%, it'll start to have an effect on consciousness. If a pawn's pain level meets or exceeds their Pain Shock Threshold they'll go into shock, unable to move. Pawns with the Wimp trait will be incapacitated with only minor pain of 30%.
Most pain is temporary, but scars and certain diseases can cause long-term pain. A painstopper implant or the Painblock psycast will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait or an ideoligion with the Pain: Idealized precept get a mood bonus from pain instead of a penalty, so it's usually better to leave them alone.
Injuries to the artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.
Formula
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:
pain = pain / healthFactor
for pawns with a healthFactor other than 1.0 (like grizzly bears and other large animals). Humans have a healthFactor of 1.0, so this doesn't impact humanspain = pain * painFactor
from health conditions which alter pain. This includes pain-reducing drugs like flake and yayo as well as anesthetic used during operations
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type. For example:
- 30 burn damage causes 30 damage × 0.01875 pain per severity = 56.25% pain
- 30 cut damage causes 30 damage × 0.0125 pain per severity = 37.5% pain
For the complete table of pain vs damage, see Health Difficulties
Thresholds
Pain creates moodlets of different values at 4 stages depending on pain severity.
Level | Required Pain % | Mood Penalty (Default) |
Mood Buff (Masochist) |
Mood Buff (Pain:Idealized) |
---|---|---|---|---|
Minor | 1% | −5 | +5 | +3 |
Serious | 15% | −10 | +10 | +5 |
Intense | 40% | −15 | +15 | +7 |
Mind-shattering | 80% | −20 | +20 | +9 |
A standard pawn will go down upon reaching mind-shattering pain.
Pain inflicts a consciousness penalty that scales with the pain percentage after exceeding 10%. It conforms to the following equation:
IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]
For example, 15% pain is 0.15 - 0.1 = 0.05 / 2.25 = 0.02 or 2% consciousness loss.
Graph |
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Factors
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.. |
Base factors
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.
- Painstopper: ×0%
- Painless persona trait : ×0%
- Go-juice:
- High: ×10%
- Withdrawal: ×300%
- Painblock psycast: ×10%
- Yayo:
- High: ×50%
- Luciferium:
- High: ×80%
- Psychite tea:
- High: ×90%
- Beer: (See also Offsets)
- Warm: ×90%
- Tipsy: ×80%
- Drunk: ×50%
- Hammerred: ×30%
- Blackout: ×10%
- Psychic bond:
- Psychic bond: ×50%
- Reduced pain: ×50%
Offsets
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.
- Mindscrew: +20%
- Sensory mechanites:
- Mild pain: +20%
- Intense pain: +60%
- Blood rot:
- Extreme: +5%
- Fibrous mechanites:
- Mild pain: +20%
- Intense pain: +60%
- Muscle parasites: +20%
- Gut worms: +20%
- Malaria:
- Major: +30%
- Extreme: +30%
- Luciferium:
- Withdrawal: +40%
- Beer: (See also Factors)
- Blackout: +5%
- Stoned on smokeleaf: −20%
- Torture crown: +5%
- Tox gas:
- Mild: +10%
- Moderate: +15%
- Severe: +25%
- Hemogen craving:
- Minor: +5%
- Moderate: +10%
- Major: +15%
- Inhumanization: −50%
Health Tab
All creatures have a health tab, located above the pawn's inspect pane.
- Overview tab
- The first section lists the creature's type, gender and age. Hovering over this section will display the creature's exact age and date born.
- Self-tend (turned off by default) allows a doctor to tend their own wounds, although with reduced efficiency.
- The creature's bodily systems are listed here with their current effectiveness. Not all systems are found among all types of creatures (i.e. animals don't have Talking).
- Operations tab
- The Operations tab is only available for colonists, colony animals, and prisoners. Bills can be added here to request surgical operations.
- Injuries
- Listed here are the creature's health conditions and injuries. Implants, bionic parts, and prosthetics are also listed here. Hovering over an entry provides detailed information.
- A red blood droplet indicates a bleeding injury. The size of the droplet indicates severity of the bleeding. Overall bleeding rate is listed at the bottom.
- An open circle indicates a condition that needs tending, usually requiring periodic treatments before fully cured. A solid circle indicates the condition has been tended to.
- A bandage icon indicates a treated injury. A white bandage indicates high quality treatment. Darker shades indicate lower quality treatment, more likely to result in scarring or infection. See Doctoring
Cold and Heat Injuries
Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.
Frostbite: Can cause limbs and fingers/toes to fall off.
Heatstroke: Causes a negative thought, and can affect consciousness and even set a pawn on fire.
Burns: Causes low-medium pain and creates a risk of infection.
Treatment
For most injuries, you can treat colonists with or without medicine (with typically better results if a medicinal substance is provided), and also have them lay in hospital beds or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.
Improper Treatment
Treating an injury poorly may result in scarring, reduced healing rate or infections.
Operations
Under the Health tab, you can assign an operation to a colonist by clicking on the bill sub-tab. Operations cannot be performed without a proper Medkit to apply an anesthetic. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of sterile tiles) will help preventing possible infection. As of Alpha 16, there are three categories of surgery failure – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
Transplants
For missing internal organs, either a donor organ can be used or an artificial part. Some diseases can be cured through a transplant. Heart Disease can be cured with a heart transplant and asthma can be cured with lung transplants. Be wary that your colonists will suffer mood penalties when you harvest an organ unnecessarily (in particular the 'victim', this pentalty is -30 mood!).
Limb Replacement
From peg legs to bionic arms, you could either replace a colonists' missing limbs, augment them, or cruelly punish your enemies with peg legs out of spite. Bionic parts have a bonus to specific actions or movement. For example, a bionic leg will increase your colonist's moving speed by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%.
Implants
You can install implants onto a natural part to improve its functions.
Implants are not mutually exclusive so you can have more than 1 per part.
Currently, there are only 2 implants in-game, the Joywire and the Painstopper.
Amputations
Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.