Difference between revisions of "Health"

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(Added text to Breathing. Added text to Blood Filtration.)
 
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[[Characters]], like [[Colonist|colonists]], [[Raider|raiders]], 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.
+
{{see also|Injury}}
 +
 
 +
[[Characters]], like [[colonist]]s, [[raider]]s, etc., can become [[Injury|injured]] (via the environment or fighting).  
  
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.
+
Each injury affects a different part of the colonists' well being, and can be found under a character's '''Health''' tab.
  
{{see also|Injury}}
+
Under the health tab there are two sub-tabs, one for a health "Overview" which includes medical treatment preference and food restriction (1.0 onwards), and a second tab for scheduling any "Operations" that a colonist requires.
  
 
==Health Systems==
 
==Health Systems==
{{main|Characters|Table of Human Body Parts}}<br/>
+
{{main|Characters|Table of Human Body Parts}}
 
 
 
Pawns have the following health systems.  
 
Pawns have the following health systems.  
  
 +
<div style="float: left;">
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
 
! System Name !! Biological<BR>Body Parts !! Mechanical<BR>Body Parts !! Biological<BR>Pawns Have? !! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref>
 
! System Name !! Biological<BR>Body Parts !! Mechanical<BR>Body Parts !! Biological<BR>Pawns Have? !! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref>
 
|-
 
|-
![[Pain|Pain]]
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![[Pain]]
 
| - || | - || | Yes || | No || | No
 
| - || | - || | Yes || | No || | No
 
|-
 
|-
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|-
 
|-
 
![[#Data Processing|Data Processing]]
 
![[#Data Processing|Data Processing]]
| - || | AI Persona Core || | No || | Yes || | Yes
+
| - || | Mechanical Brain || | No || | Yes || | Yes
 
|-
 
|-
 
![[#Sight|Sight]]
 
![[#Sight|Sight]]
| Eye || | Optical Sensor || | Yes || | Yes || | No
+
| Eye || | Sight Sensor || | Yes || | Yes || | No
 
|-
 
|-
 
![[#Hearing|Hearing]]
 
![[#Hearing|Hearing]]
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| Leg, Foot || | Leg, Foot<ref>Centipedes body rings are used for movement instead, since they don't have legs.</ref> || | Yes || | Yes || | No
 
| Leg, Foot || | Leg, Foot<ref>Centipedes body rings are used for movement instead, since they don't have legs.</ref> || | Yes || | Yes || | No
 
|-
 
|-
![[#Working|Manipulation]]
+
![[#Manipulation|Manipulation]]
 
| Arm, Hand || | Arm, Hand<ref>Again, Centipedes body rings are used for work instead, since they don't have arms.</ref> || Yes || | Yes || | No
 
| Arm, Hand || | Arm, Hand<ref>Again, Centipedes body rings are used for work instead, since they don't have arms.</ref> || Yes || | Yes || | No
 
|-
 
|-
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|-
 
|-
 
![[#Communication|Communication]]
 
![[#Communication|Communication]]
| - || | Neck<ref>Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated. </ref> || | No || | Yes || | No
+
| - || | Neck<ref>Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.</ref> || | No || | Yes || | No
 
|-
 
|-
 
![[#Breathing|Breathing]]
 
![[#Breathing|Breathing]]
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|-
 
|-
 
![[#Blood Filtration|Blood Filtration]]
 
![[#Blood Filtration|Blood Filtration]]
| Kidneys || | - || | Yes || | No || | Yes
+
| Kidneys, Liver || | - || | Yes || | No || | Yes
 +
|-
 +
![[#Fluid Reprocessing|Fluid Reprocessing]]
 +
| - || | Fluid Reprocessor || | No || | Yes || | Yes
 
|-
 
|-
 
![[#Blood Pumping|Blood Pumping]]
 
![[#Blood Pumping|Blood Pumping]]
 
| Heart || | - || | Yes || | No || | Yes
 
| Heart || | - || | Yes || | No || | Yes
 
|-
 
|-
![[#Metabolism|Metabolism]]
+
![[#Power Generation|Power Generation]]
| Liver || | - || | Yes || | No || | Yes
+
| - || | Reactor || | No || | Yes || | Yes
 +
|-
 +
![[#Digestion|Digestion]]
 +
| Stomach || | - || | Yes || | No || | Yes
 
|-
 
|-
 
|}
 
|}
 
<references/>
 
<references/>
 
+
</div>
==== Pain ====
+
<br style="clear:both" />
{{:Pain}}
 
==== Consciousness  ====
 
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss and starvation can have a serious effect on a creature's consciousness if they reach higher levels.
 
When a medical operation is performed, the consciousness of the colonist is dropped to very poor and remains that way until a short period of time has passed. This makes them incapable of moving, along being incapable of leaving the bed.
 
  
 
==== 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 [[Mechanoid Scyther|scythers]] and [[Mechanoid Centipede|centipedes]] have functionally equivalent sight sensors. Losing and eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which reduces drastically reduces sight by 70%. An eye can be upgraded with a [[Bionic Eye|bionic eye]].
+
{{Main|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 [[scyther]]s and [[centipede]]s have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 50 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a [[bionic eye]].
  
 
==== Hearing ====
 
==== Hearing ====
Hearing is a capacity that contributes to [[Trade Price Improvement|trade price improvement]]. Hearing is reduced by damaged or missing ears. It is also be reduced by [[Injury#Old_Age|dementia]].
+
{{Main|Hearing}}
 +
Hearing is a capacity that contributes to [[Trade Price Improvement|trade price improvement]]. Hearing is reduced by damaged, missing ears, or hearing loss. Hearing can be improved past 100% with a [[bionic ear]], however no derived stat benefits from doing so.
  
 
==== Moving ====
 
==== Moving ====
Moving is a capacity that determines a pawn's [[Movement Speed|movement speed]]. Nearly all pawns use legs to move about. A pawn's movement speed is reduced when a leg, foot, or toe is injured. A pawn may still move when feet or toes are missing, but becomes incapacitated when a leg is destroyed or missing. Movement is also reduced by ailments including [[Injury#old age|dementia and frailty]]. Movement is reduced by certain clothing including [[Clothing|jackets]] and [[Clothing|parkas]].
+
{{Main|Moving}}
 +
Moving is a pawn's capacity to use their legs to move about. It's a major factor in a pawn's overall [[Move Speed|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 [[Injury#old age|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 ====
Manipulation is a pawn's capacity to handle a weapon or tool. It is a factor of a pawn's [[Shooting Accuracy|shooting accuracy]] as well as nearly every work stat of a colonist. Manipulation is reduced by injured or missing arms, hands, or fingers, or legs of quadrapeds. It is also reduced by ailments including [[Injury#old age|bad back and frailty]]. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms.
+
{{Main|Manipulation}}
 +
Manipulation is a pawn's capacity to perform any task with their [[Body Parts#Hand|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 [[Body Parts#Jaw|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 [[Injury#old age|bad back and frailty]]. Manipulation is modified by prosthetics including power claws, prosthetic arms, and bionic arms.
  
 
==== Talking ====
 
==== Talking ====
Talking is a human's capacity of speech. It is a factor of all social stats including [[Diplomatic Gift Impact]], [[Recruit Prisoner Chance]], [[Social Chat Impact]], and [[Trade Price Improvement]]. Talking capacity is reduced by a damaged or missing jaw by. [[Injury#Old age|Dementia]] also impairs talking.
+
{{Main|Talking}}
 +
A character's capacity of speech. Directly affected by consciousness.
  
 
==== Eating ====
 
==== 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.
+
{{Main|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 or bionic jaw
  
 
==== Breathing ====
 
==== Breathing ====
Breathing is is a function of biological pawns. It is impaired by damaged lungs. A pawn missing a lung has breathing reduced by 50% but can still survive. A pawn that loses all breathing will die. Lungs can harvested and transplanted from other humans.  
+
{{Main|Breathing}}
 +
The ability of a character to breathe. Affects consciousness and movement.
  
 
==== Blood Filtration ====
 
==== Blood Filtration ====
Blood filtration is the function that fights off various [[disease]]s. It is a major factor of [[Immunity Gain Speed]]. It is impaired by damaged kidneys. A pawn missing a kidney has blood filtration reduced by 50% but can still survive. A pawn that loses all blood filtration will die. Kidneys can harvested and transplanted from other humans.  
+
{{Main|Blood Filtration}}
 +
A character's ability to fight off diseases. Affects consciousness and immunity gain speed.
  
 
==== Blood Pumping ====
 
==== Blood Pumping ====
 +
{{Main|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.
 +
 +
==== Digestion ====
 +
{{Main|Digestion}}
 +
Digestion is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's Digestion value, the less rest they will need. A pawn whose Digestion reaches 0% will die instantly.
 +
 +
==== Consciousness  ====
 +
{{Main|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.
 +
 +
Consciousness is directly influenced by Efficiency of consciousness source, Pain, Blood pumping, Breathing and Blood filtration. The formula is:
 +
 +
    '''E(C) = E(CS) * (1 - Clamp((Pain - 0.1) * 4 / 9, 0, 0.4)) * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))'''
 +
 +
where
 +
  E(C) is the Efficiency of Consciousness
 +
  E(CS) is the Efficiency of Consciousness source (e.g., the brain)
 +
  Pain is the total pain
 +
  △E(BP) = 1 - E(BP), E(BP) is the Efficiency of Blood pumping
 +
  △E(Br) = 1 - E(Br), E(Br) is the Efficiency of Breathing
 +
  △E(BF) = 1 - E(BF), E(BF) is the Efficiency of Blood filtration
 +
 +
From the fomula, we know that when total pain is below 10%, it makes no influence on consciousness. And when 10% <= pain <= 100%, the fomula can be simplified as: 
  
==== Metabolism ====
+
    '''E(C) = E(CS) * [(Pain - 0.1) * 4 / 9] * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))'''
  
==== Communication ====
+
== Pain ==
 +
{{:Pain}}
  
==== Data Processing ====
+
== 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).
  
== Health Tab ==
+
:Operations tab
All creatures will contain a tab when selected called health. This tab will display the bodily systems the creature contains and its current effectiveness. For all of the various creatures within the game, the bodily systems may differ based on what that creature is and what it would need to live in real life (if it could exist, that is). Displayed here is also the current injuries, the effect this has, and the creature's bleeding rate. Do note that not all creatures, most notably the mechanoids, have a bleeding rate that can be displayed here. This tab can also display any currently designated medical operations and any that can be designated. Operations can only be applied to your colonists or their prisoners.
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::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==
 
==Cold and Heat Injuries==
<!-- Place Cold and Heat Injuries Here-->
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Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.<br />
hypothermia: ''Needs Description'' <br />
+
Frostbite: Can cause limbs and fingers/toes to fall off. <br />
frostbite: ''Needs Description'' <br />
+
Heatstroke: Causes a negative thought, and can affect consciousness and even set a pawn on [[fire]].<br />
heatstroke: ''Needs Description'' <br />
+
Burns: Causes low-medium pain and creates a risk of infection.
burns: ''Needs Description''
 
  
 
==Treatment==
 
==Treatment==
For most injuries, you can treat [[Colonist|colonists]] with or without [[medicine]] (with typically better results if a medicinal substance is provided), and also have them lay in [[hospital bed]]s or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.
+
For most injuries, you can treat [[colonist]]s with or without [[medicine]] (with typically better results if a medicinal substance is provided), and also have them lay in [[hospital bed]]s 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===
 
===Improper Treatment===
Treating an injury poorly ''may'' result in [[Injury#Scarring|scarring]], reduced [[Stats#Healing Rate|healing rate]] or infections
+
Treating an injury poorly ''may'' result in [[Injury#Scarring|scarring]], reduced [[Stat#Healing Rate|healing rate]] or infections.
  
 
===Operations===
 
===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 [[Medicine|Medkit]] to apply an anesthetic.
+
{{See also|Surgery}}
 +
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 [[Medicine|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 tile]]s) 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=====
 
=====Transplants=====
For missing [[Table_of_Human_Body_Parts|internal organs]], either a donor organ can be used or an artificial part.
+
For missing [[Table of Human Body Parts|internal organs]], either a donor organ or an [[Artificial body parts#Body - Organs|artificial equivalent]] can be used. Some diseases can be cured through a transplant. [[Artery blockage]]s can be cured with a heart transplant and [[Ailments#Asthma|asthma]] can be cured with lung transplants. Be wary that your colonists may suffer [[Mood#Someone organ-harvested|mood penalties]] when you harvest an organ, with the "donor" will suffer a -30 mood penalty for over a week. See [[Human Resources]] for details and mitigation strategies.
  
 
=====Limb Replacement=====
 
=====Limb Replacement=====
From [[Wood|peg legs]] to [[Bionic Arm|bionic arms]], you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|enemies]] with peg legs out of spite.  
+
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 Leg|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%.
+
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 12.5%. Having a second bionic leg will increase the speed further by 12.5%, so having both right and left bionic legs will increase the speed by 25%.
 +
 
 +
=====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.
  
 +
=====Amputations=====
 +
Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.
  
 +
== Version history ==
 +
* [[Version/0.10.785|0.10.785]] - Health tab now displays overall bleeding rate.
 +
* [[Version/0.12.906|0.12.906]] - Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal.
 +
* [[Version/0.13.1135|0.13.1135]] - Sick people in bed can now watch [[TV]]
 
[[Category:Health]]
 
[[Category:Health]]

Latest revision as of 12:00, 12 June 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

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" which includes medical treatment preference and food restriction (1.0 onwards), and a second tab for scheduling any "Operations" that a colonist requires.

Health Systems[edit]

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, Liver - Yes No Yes
Fluid Reprocessing - Fluid Reprocessor No Yes Yes
Blood Pumping Heart - Yes No Yes
Power Generation - Reactor No Yes Yes
Digestion Stomach - Yes No Yes
  1. Refers to whether or not the pawn will die if a system's capacity becomes 'None'
  2. Centipedes body rings are used for movement instead, since they don't have legs.
  3. Again, Centipedes body rings are used for work instead, since they don't have arms.
  4. Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.


Sight[edit]

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 50 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a bionic eye.

Hearing[edit]

Hearing is a capacity that contributes to trade price improvement. Hearing is reduced by damaged, missing ears, or hearing loss. Hearing can be improved past 100% with a bionic ear, however no derived stat benefits from doing so.

Moving[edit]

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[edit]

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, prosthetic arms, and bionic arms.

Talking[edit]

A character's capacity of speech. Directly affected by consciousness.

Eating[edit]

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 or bionic jaw

Breathing[edit]

The ability of a character to breathe. Affects consciousness and movement.

Blood Filtration[edit]

A character's ability to fight off diseases. Affects consciousness and immunity gain speed.

Blood Pumping[edit]

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.

Digestion[edit]

Digestion is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's Digestion value, the less rest they will need. A pawn whose Digestion reaches 0% will die instantly.

Consciousness[edit]

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.

Consciousness is directly influenced by Efficiency of consciousness source, Pain, Blood pumping, Breathing and Blood filtration. The formula is:

   E(C) = E(CS) * (1 - Clamp((Pain - 0.1) * 4 / 9, 0, 0.4)) * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))

where

 E(C) is the Efficiency of Consciousness
 E(CS) is the Efficiency of Consciousness source (e.g., the brain)
 Pain is the total pain
 △E(BP) = 1 - E(BP), E(BP) is the Efficiency of Blood pumping
 △E(Br) = 1 - E(Br), E(Br) is the Efficiency of Breathing
 △E(BF) = 1 - E(BF), E(BF) is the Efficiency of Blood filtration

From the fomula, we know that when total pain is below 10%, it makes no influence on consciousness. And when 10% <= pain <= 100%, the fomula can be simplified as:

   E(C) = E(CS) * [(Pain - 0.1) * 4 / 9] * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))

Pain[edit]

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 Content added by the Royalty DLC 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 preceptContent added by the Ideology DLC 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[edit]

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 humans
  • pain = 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[edit]

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:IdealizedContent added by the Ideology DLC)
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

Factors[edit]

Base factors[edit]

Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.

Offsets[edit]

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.


Health tab[edit]

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[edit]

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[edit]

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[edit]

Treating an injury poorly may result in scarring, reduced healing rate or infections.

Operations[edit]

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[edit]

For missing internal organs, either a donor organ or an artificial equivalent can be used. Some diseases can be cured through a transplant. Artery blockages can be cured with a heart transplant and asthma can be cured with lung transplants. Be wary that your colonists may suffer mood penalties when you harvest an organ, with the "donor" will suffer a -30 mood penalty for over a week. See Human Resources for details and mitigation strategies.

Limb Replacement[edit]

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 12.5%. Having a second bionic leg will increase the speed further by 12.5%, so having both right and left bionic legs will increase the speed by 25%.

Implants[edit]

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.

Amputations[edit]

Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.

Version history[edit]

  • 0.10.785 - Health tab now displays overall bleeding rate.
  • 0.12.906 - Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal.
  • 0.13.1135 - Sick people in bed can now watch TV