Difference between revisions of "Injury"

From RimWorld Wiki
Jump to navigation Jump to search
(Add an explanation of injury recovery rate)
m (Fixed grammar mistake)
 
(118 intermediate revisions by 35 users not shown)
Line 5: Line 5:
 
----
 
----
 
<!-- End Nav -->
 
<!-- End Nav -->
 +
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}
 +
 +
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].
 
{{TOCright}}
 
{{TOCright}}
<includeonly>
 
{{Main|Injury}}
 
</includeonly>
 
[[Human]]oids, [[animal]]s, and [[mechanoid]]s sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, visitors, and [[prisoner]]s can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].
 
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes 'downed'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists.
 
{{clear}}
 
==Health Difficulties==
 
{{:Health Difficulties}}
 
  
<noinclude>
+
==Injury types==
 +
{{main|Health Difficulties}}
 +
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and [[fire]] will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance of [[infection]].
  
==Feelin' the Pain==
+
==Summary==
{{:Pain}}
+
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.
</noinclude>
 
  
==Recovering from injuries==
+
===Damage===
Injured colonists will recover from their wounds over time.
+
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed.  
Every couple of minutes in game, a random injury will be healed by a small amount.
 
This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.
 
  
Every 600 ticks {{math|''heal rate'' &times; 0.01}} points of damage are healed from a randomly selected (non-permanent) wound.
+
Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if an arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.
The exact heal rate is determined by adding up three factors:
 
  
* '''Default healing rate''': All pawns have a base heal rate of <font color="#390">'''8'''</font>
+
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.
* '''Is the pawn lying down / in a bed?''': <font color="#390">'''+4'''</font> for resting on a [[sleeping spot]] or the ground, <font color="#390">'''+8'''</font> for resting on a [[bed]] / [[bedroll]], and <font color="#390">'''+14'''</font> for resting on a [[hospital bed]]
+
===Pain===
* '''Is the wound tended?''': <font color="#390">'''+4'''</font> for a 0% quality tend and <font color="#390">'''+0.08'''</font> per point of tend quality, up to <font color="#390">'''+12'''</font> at 100% tend quality
+
{{Main|Pain}}
 +
The greater the damage, the greater the [[pain]]. Pain is equal to <code>pain = (damage) * [[Health Difficulties|damage_type_factor]]</code>. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack.  
  
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts.
+
Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Pain|Pain: Idealized]] precept.
The colonist heals {{math|''heal rate'' &times; 0.01}} points of damage every 600 ticks, so they'll need {{math|20 &divide; (heal rate &times; 0.01)}} ticks to fully recover.
 
To give a few examples:
 
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it'll take 150,000 ticks (2 and a half in-game days) to heal
 
* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it'll take 51,724 ticks to heal (around 21 hours in game)
 
* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it'll take 35,294 ticks to heal (around 14 hours in game)
 
  
Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]]
+
Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat, which prevents them from fighting. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]].
  
==Non-Local Injuries==
+
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the [[Painblock]] psycast{{RoyaltyIcon}}.
<includeonly>
 
{{Main|Injury#Non-Local Injuries|l1=Non-Local Injuries}}
 
  
Some injuries are not applied to specific body parts, but listed as affecting the entire body of a pawn. They are as follows:
+
===Bleeding===
*Starvation
+
{{Stub|section=1|reason=How is blood loss rate calculated from damage?}}
*Blood Loss
+
Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain [[Ailments#Blood_loss|blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]].
*Suffocation
 
*Shock
 
*Concussions
 
*Heat stroke
 
*Hypothermia
 
</includeonly>
 
<noinclude>
 
===Starvation===
 
When a pawn's [[#Eating|food]] meter reaches 0% they will begin to suffer from [[malnutrition]], shown on the Health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.
 
* Malnutrition starts at 0%; upon reaching 100%, the pawn will die.
 
* Malnutrition (trivial): consciousness -5%, 150% hunger rate
 
* Malnutrition (minor): consciousness -10%, 160% hunger rate
 
* Malnutrition (moderate): consciousness -20%, 160% hunger rate
 
* Malnutrition (severe): consciousness -30%, 160% hunger rate
 
* Malnutrition (extreme): consciousness max 10%
 
* Malnutrition (100% severity): death
 
  
===Blood Loss===
+
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the Health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under Whole Body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.
 
  
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.
+
The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Superclotting]] gene{{BiotechIcon}} rapidly stops bleeding. The ability added by the [[Coagulate]] gene{{BiotechIcon}} gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.
  
* Blood loss starts at 0%; upon reaching 100%, the pawn will die.
+
Amount of bleeding equal to <code>Bleeding = damage * body_size_factor</code>%. Body_size_factor for humans shown in the graph below:
* Blood loss (minor): consciousness -10%
 
* Blood loss (moderate): consciousness -20%
 
* Blood loss (severe): consciousness -40%
 
* Blood loss (extreme): consciousness max 10%
 
* Blood loss (100% severity): death
 
  
===Shock===
+
{| class="wikitable"
Caused by extreme [[#Feelin' the Pain|pain]], it incapacitates the affected target. There are no other causes of shock besides pain currently.
+
! Dependence of bleeding factor on damage for humans 
 +
|-
 +
| {{Graph:Chart
 +
| width = 300
 +
| height = 300
 +
| type = line
 +
| xAxisTitle = Body size
 +
| yAxisTitle = Bleeding factor
 +
| x =  0.2,  0.35,  0.58, 0.8,  1.0
 +
| y = 30, 12, 8.5, 6.6, 6
 +
| yAxisFormat = 1
 +
| xGrid = 0.1
 +
| yGrid = 2
 +
}}
 +
|}
  
Pawns go into shock if their amount of pain is greater than 80%, except for [[Traits|wimps]] which are downed at 20%.
+
For animals, althrough, these factors may differ, but usually not much. For example, [[rat]] with bodysize 0.2 has body_size_factor approximately equal to 20, which is 67% of human's baby with the same size. Between animals this factor also may differ, for example [[thrumbo]] has this factor near 2 times lower, than [[megasloth]].
  
===Heatstroke===
+
Also there are some additional factors. Damaged heart bleeds x5 times more and neck x4 times more than other limbs. Also, if part of body is completely lost, then damage for bleeding calculation equals max hp of bodypart x2.
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[Maximum Comfortable Temperature|maximum comfortable temperature]].
 
* Heatstroke (initial): consciousness -5%
 
* Heatstroke (minor): consciousness -10%, moving -10%
 
* Heatstroke (serious): consciousness -20%, moving -30%, pain +15%
 
* Heatstroke (extreme): consciousness max 10%, pain +30%
 
* Heatstroke (100% severity): death
 
  
===Hypothermia===
+
==Related==
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum Comfortable Temperature|minimum comfortable temperature]].
+
===Infection===
* Hypothermia (shivering): consciousness -5%, manipulation -8%
+
{{Main|Infection#Mechanics}}
* Hypothermia (minor): consciousness -10%, manipulation -20%, moving -10%
+
[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:
* Hypothermia (serious):  consciousness -20%, manipulation -50%, moving -30%, pain +15%
+
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.
* Hypothermia (extreme): consciousness max 10%, pain +30%
+
*Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.
* Hypothermia (100% severity): death
+
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).
</noinclude>
 
  
==Scarring==
+
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.
<includeonly>
 
{{Main|Injury#Scarring|l1=Scarring}}
 
</includeonly>
 
<includeonly>
 
Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future.
 
</includeonly>
 
<noinclude>
 
Scars are permanent markers of injuries. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.
 
  
Scars can be caused by poor quality [[Health#Treatment|treatment]] or simply not treating wounds, though injuries have an inherently low chance to scar, as seen above. Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury.
+
===Scarring===
 +
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}
 +
Scars are lasting markers of injuries. When an injury scars, it ''permanently'' lowers the health of the scarred body part, reducing its efficiency. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.
  
It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s. Artificial body parts will never scar.
+
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.
  
Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.
+
===Trauma savant===
 
+
{{Main|Ailments#trauma savant}}
Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.
+
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]
 
+
If a pawn receives physical damage to the brain, they have a 2 to 12% chance of receiving trauma savant, depending on part damage taken. 12% change is a maximum value for 10 damage, but since brain only has 10 hit points, it will be instantly destroyed, so the actual maximum change of receiving the condition is a little higher than 10% for 9 points of brain damage. This [[ailment]] causes the following effects:
<noinclude>
 
  
==Heart Attack==
+
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.
Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]]. There must be more than 2 colonists on your colony for this to occur.
+
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks
 +
* Brain function is restored, as if it was not injured
  
The average interval between heart attacks is curved as follows (in days).<br>
+
Trauma savant can be cured with a [[healer mech serum]]. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).
  
0-50% of LE: 99,999,999 - 99,999,999<br>
+
It can also be cured with a [[resurrector mech serum]]. If a pawn dies, and their [[corpse]] doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the [[Ideology DLC]], you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse.
50-60% of LE: 99,999,999 - 2,500<br>
 
60-100% of LE: 2,500 - 300<br>
 
  
Examples of intervals and chances:<br>
+
== Healing ==
55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)<br>
+
{{Stub|section=1|reason=Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.}}
80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day)
+
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.
  
=== Stages ===
+
=== Healing Rate ===
A heart attack has 3 stages.
+
A pawn's heal rate is the amount of damage the pawn can heal from non-permanent wounds in one day, given in hit points. Every {{ticks|600}}, <font color="#390">'''''heal rate'' &times; 0.01'''</font> points of damage are healed from a randomly selected (non-permanent) wound. This healing reduces the severity of the injury, until the body part is fully recovered. In the event that a pawn has more than one wound, the selection of which wound heals first is random.
  
'''Painful: 0 - 59% severity'''
 
*Consciousness x50%
 
*Pain +40%
 
'''Debilitating: 60 - 99% severity'''
 
*Consciousness max 10%
 
*Pain +60%
 
'''Fatal: 100% severity'''
 
*Death
 
  
==== Progression ====
+
The exact heal rate is determined by first adding together the following bonuses to HP gain:
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.
 
  
==== Treatment ====
+
* '''Default healing rate:''' All pawns have a base heal rate of {{Good|8}} HP per day.
Like injuries, medicine can be used to treat a heart attack.  
+
* '''[[Healing enhancer]]{{RoyaltyIcon}}:''' Adds {{Good|+4}} HP per day.
 +
* '''If the pawn is lying down or in a bed:'''
 +
** {{+|4}} HP per day for resting on a [[sleeping spot]] or the ground
 +
** {{+|8}} HP per day for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]
 +
** {{+|14}} HP per day for resting on a [[hospital bed]].
 +
It does not matter if the bed is marked for Medical use or not, the bonuses it provides are the same.
 +
* '''If the wound is tended:''' {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.
  
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack.
 
  
The maximum chance a particular treatment can succeed is 65%.
+
Next, multiply the HP gain by the pawn's [[Injury Healing Factor]] to get the total healing rate. Injury Healing Factor is determined by:
  
==Old Age==
+
'''Offsets'''
{{main|Ailments}}
 
  
Strictly speaking, these aren't truly injuries but the result of old age taking its toll on a colonist's body. Chronic diseases are ''significantly'' more likely to occur past a pawn's life expectancy. All occurring ages are based on humans, and will obviously be different with animals dependent on life expectancy. Humans stop getting birthdays past the age of 99.
+
Offsets are added before factors.
 +
* [[Hediffs]]
 +
** {{IdeologyIcon}}[[Hediffs#Preach health|Preach health]]<Ref>Applied by the [[Preach health]] ability available to the [[Moral guide]] [[Role]]</Ref>: {{+|25%}}
 +
<References />
  
Note that besides the treatments mentioned, all of the below are curable with [[healer mech serum]] and [[luciferium]].
 
  
=== Alzheimer's (From Age 36) ===
+
'''Factors'''
* Consciousness
 
** -5%/-10% (Minor)
 
** -15%/-20% (Major)
 
* Thoughts will be removed occasionally
 
* Occasional Confused Wandering, like with Dementia
 
  
=== Artery Blockage (From Age 21) ===
+
* [[Hediffs]]
* Blood Pumping
+
** {{AnomalyIcon}}[[Hediffs#Juggernaut serum|Juggernaut serum]]: {{Good|×200%}}
** -5%/-10% (Minor)
 
** -15%/-35% (Major)
 
** -60% (Extreme)
 
*Death upon reaching 100%
 
*More Frequent Heart Attacks (on average every ... days)
 
** 600/500 (Minor)
 
** 300/200 (Major)
 
** 120/Death (Extreme)
 
* Curable with [[prosthetic heart]], [[heart]], or [[bionic heart]]
 
  
=== Asthma (From Age 2) ===
+
* [[Genes]]{{BiotechIcon}}
* Breathing
+
** [[Slow wound healing]]: {{Bad|×50%}}
** -5% (Minor)
+
** [[Fast wound healing]]: {{Good|×200%}}
** -15%/-25% (Major)
+
** [[Superfast wound healing]]: {{Good|×400%}}
* Applied to both lungs giving double the harmful effects
 
* Can be treated, which will prevent progression and limit severity.
 
* Curable with replacement [[lung]]s
 
  
=== Bad back (From Age 41) ===
 
* Movement: -30%
 
* Manipulation: -10%
 
* Curable with [[bionic spine]]
 
  
=== Carcinoma (From Age 25) ===
+
Because the effects of Injury Healing Factor on Healing rate are multiplicative, it is possible to achieve a maximum Injury Healing Factor of 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 hit points of regeneration per day.
* Pain (Note: 30% chance not to cause pain)
 
** 10%/20% (Minor)
 
** 35%/50% (Major)
 
** 60%/70% (Extreme)
 
* Part Efficiency Loss
 
** 10%/25% (Minor)
 
** 50%/80% (Major)
 
** 90%/Destroyed (Extreme)
 
* Curable by replacing the affected organ, or surgically removing it if non-essential
 
Note that Carcinomas always start at 0.3 severity, meaning 20% pain and 25% efficiency loss. The only way a Carcinoma is at its least severity is if it's been in remission for long enough.<br>This is when below 0.15 severity.
 
  
=== Cataracts (From Age 49) ===
+
=== Example ===
* Part efficiency: -50%
+
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:
* Curable with [[bionic eye]] and [[archotech eye]]
+
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it will take <font color="#390">(20 &times; 60,000) / 8 = 150,000</font> ticks (2.5 in-game days) to fully heal.
 +
* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they'll have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it will take 51,724 ticks to heal (approximately 21 in-game hours)
 +
* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they'll have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it will take 35,294 ticks to heal (approximately 14 hours in game)
 +
* '''Best quality care with [[Healing enhancer]] [[Genes|Superfast Wound Healing]], [[Serums]], and [[Preach health|Preach Health]]''': With a Healing enhancer (<font color="#390">'''+4'''</font>) 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they'll have a heal rate of <font color="#390">(8 + 4 + 12 + 14) * ((100% + 25%) * 200% * 400%) = '''380'''</font>, so it will take 3,157 ticks to heal (approximately 1.5 hours in game)
  
=== Dementia (From Age 69) ===
+
== Medicine ==
* Consciousness: -15%
+
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. When a wound is tended, the quality is in part determined by the medicine given:
* Talking: -40%
+
{| {{#if:{{{1|}}}|{{{1|}}}|class="wikitable"}}
* Hearing: -40%
+
|-
* Occasional 'Confused Wandering' Mental Breaks
+
! Medicine !! Potency !! Maximum Tend Quality
* ''Not'' curable with [[luciferium]].
+
|-
 +
| [[File:Doctor care but no medicine.png|16px]] None || 0.30 || 70%
 +
|-
 +
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60 || 70%
 +
|-
 +
| {{Icon small|Medicine}} [[Medicine]] || 1.00 || 100%
 +
|-
 +
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60 || 130%  
 +
|}
 +
Each type of medicine has a cap on its tend quality, improving the type available improves outcomes if all other factors are equal. Even so, better medicines are often precious to hold onto and the effectiveness of herbal medicine in a regular [[bed]] reaching its 70% maximum can (mostly) suffice.
  
=== Frail (From Age 51) ===
+
While bleeding wounds can be stopped by any quality of treatment, herbal or better medicines can treat multiple small wounds in a single "batch" of tending. For patients with many bleeding wounds where the best treatment is usually "as much as soon as possible", the difference can easily be life or death.
* Movement: -30%
 
* Manipulation: -30%
 
  
=== Hearing Loss (From Age 49) ===
+
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.
* Part efficiency: -50%
 
* Curable with [[cochlear implant]] and [[bionic ear]]
 
  
</noinclude>
+
== Disfigured ==  
 
+
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]
==Trauma Savant==
+
Disfigurement is caused by damage or destruction to any beauty related part. These include the nose, eyes, ears, jaw, and, since version [[Version/1.3.3101]], tongue. Destruction of the parent of any of the previously mentioned parts also cause this malus (ex: a missing jaw also counts as missing a tongue). It adds the "'''Disfigured {{--|15}}'''" opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part. Since [[Version/1.5.4062]], replacing the parent part also removes this opinion penalty (ex: [[Denture]]s and [[Bionic jaw]]s prevents the penalty from a missing tongue).
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]
 
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall.  
 
  
Trauma Savant currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect.
+
While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.
  
There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.
+
Even while Disfigured, the opinion modifier won't apply to pawns that are either:
 +
* Blind
 +
* [[Kind]]
 +
* [[Inhumanized]]{{AnomalyIcon}}
 +
* Belongs to an ideoligion{{IdeologyIcon}} with the [[Scarification]] precept AND the affected part is a scarification.
 +
* Belongs to an ideoligion{{IdeologyIcon}} with the [[Blindsight]] meme AND the affected part is an eye.
  
==Trivia==
+
== Trivia ==
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), often rendering a pawn permanently comatose in extreme cases, this being due to pain stacking with the reduced part efficiency. However, in real life the human brain has no pain receptors. This is due to how if anything manages to get into the brain and damage it, it will already have caused intense pain from having to penetrate the skull, and the person is likely going to be fatally wounded regardless of how they react. Headaches are often caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain
+
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors. Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.
  
 
[[Category:Health]]
 
[[Category:Health]]

Latest revision as of 16:52, 3 August 2025

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

Injury preview anim.gif

Injuries are physical damage to a living being. Humanoids, animals, and mechanoids can sustain injuries from many sources, which each have their own Damage Type.

Injury types[edit]

Different weapons cause different types of injuries. For example, a mace will crush, a longsword will cut, and fire will burn. The type of injury impacts the amount of pain it causes, the rate of bleeding, and the chance of infection.

Summary[edit]

Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.

Damage[edit]

Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed.

Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if an arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% Manipulation, this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn stat, but still take damage and cause pain.

Some damage can be permanent. See Scarring for more details.

Pain[edit]

The greater the damage, the greater the pain. Pain is equal to pain = (damage) * damage_type_factor. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a thrumbo feels less pain than a human for the same damage attack.

Pain reduces Consciousness directly, which reduces most pawn capabilities. It also gives a rapidly increasing mood penalty, unless the pawn is a masochist or follows an ideoligionContent added by the Ideology DLC with the Pain: Idealized precept.

Excessive pain causes pain shock, the most common way to down pawns in combat, which prevents them from fighting. Most pawns have a Pain Shock Threshold of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like blood loss or heat stroke.

Mechanoids are machines, and are immune to pain. In humans, pain can be completely eliminated with a painstopper, or reduced for a short time with go-juice or the Painblock psycastContent added by the Royalty DLC.

Bleeding[edit]

Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain blood loss, scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave blood on the ground, making the area dirty.

Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.

The coagulator Content added by the Royalty DLC implant halves the rate of blood loss, while the Superclotting geneContent added by the Biotech DLC rapidly stops bleeding. The ability added by the Coagulate geneContent added by the Biotech DLC gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.

Amount of bleeding equal to Bleeding = damage * body_size_factor%. Body_size_factor for humans shown in the graph below:

Dependence of bleeding factor on damage for humans

For animals, althrough, these factors may differ, but usually not much. For example, rat with bodysize 0.2 has body_size_factor approximately equal to 20, which is 67% of human's baby with the same size. Between animals this factor also may differ, for example thrumbo has this factor near 2 times lower, than megasloth.

Also there are some additional factors. Damaged heart bleeds x5 times more and neck x4 times more than other limbs. Also, if part of body is completely lost, then damage for bleeding calculation equals max hp of bodypart x2.

Related[edit]

Infection[edit]

Infections can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between 15,000 ticks (4.17 mins) to 45,000 ticks (12.5 mins), per injury before checking for infection. The chance of infection depends on:

  • Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.
  • Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.
  • Location. The higher the Cleanliness, the lower the chance for infection (50% at 0 Cleanliness).

Animals are 20% as likely to receive an infection. Mechanoids can't get diseases.

Scarring[edit]

Scars are lasting markers of injuries. When an injury scars, it permanently lowers the health of the scarred body part, reducing its efficiency. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.

Scars can be healed by a limited number of ways. Artificial body parts never scar, and replacing an organic part will cure any scars. Luciferium and the Scarless geneContent added by the Biotech DLC heal 1 scar every 15-30 days. A biosculpter podContent added by the Ideology DLC can do Bioregeneration, which costs Glitterworld medicine 2 glitterworld medicine and takes time to complete. A healer mech serum can heal scars, but is very rare. A CreepjoinerContent added by the Anomaly DLC with the UnnaturalHealing.pngUnnatural healing ability can also heal scars.

Trauma savant[edit]

Being shot in the brain can cause the trauma savant condition.

If a pawn receives physical damage to the brain, they have a 2 to 12% chance of receiving trauma savant, depending on part damage taken. 12% change is a maximum value for 10 damage, but since brain only has 10 hit points, it will be instantly destroyed, so the actual maximum change of receiving the condition is a little higher than 10% for 9 points of brain damage. This ailment causes the following effects:

  • A ×0% multiplier to Talking and Hearing, making the pawn unable to socialize.
  • +50% to Manipulation, increasing effectiveness in many tasks
  • Brain function is restored, as if it was not injured

Trauma savant can be cured with a healer mech serum. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).

It can also be cured with a resurrector mech serum. If a pawn dies, and their corpse doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the Ideology DLC, you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse.

Healing[edit]

Injured colonists will recover from their wounds over time. Tending to a wound and resting in bed speeds up recovery.

Healing Rate[edit]

A pawn's heal rate is the amount of damage the pawn can heal from non-permanent wounds in one day, given in hit points. Every 600 ticks (10 secs), heal rate × 0.01 points of damage are healed from a randomly selected (non-permanent) wound. This healing reduces the severity of the injury, until the body part is fully recovered. In the event that a pawn has more than one wound, the selection of which wound heals first is random.


The exact heal rate is determined by first adding together the following bonuses to HP gain:

It does not matter if the bed is marked for Medical use or not, the bonuses it provides are the same.

  • If the wound is tended: +4 for 0% tend quality and +0.08 per percentage of quality, up to +12 at 100% tend quality.


Next, multiply the HP gain by the pawn's Injury Healing Factor to get the total healing rate. Injury Healing Factor is determined by:

Offsets

Offsets are added before factors.

  1. Applied by the Preach health ability available to the Moral guide Role


Factors


Because the effects of Injury Healing Factor on Healing rate are multiplicative, it is possible to achieve a maximum Injury Healing Factor of 1000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked. This allows a pawn to heal as much as 38 * 1000% = 380 hit points of regeneration per day.

Example[edit]

To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:

  • Do nothing: With no tending or rest, they get the base heal rate of 8, so it will take (20 × 60,000) / 8 = 150,000 ticks (2.5 in-game days) to fully heal.
  • Basic tend and resting: With a 40% tend quality (+7.2) and rest in a non-hospital bed (+8), they'll have a heal rate of 8 + 7.2 + 8 = 23.2, so it will take 51,724 ticks to heal (approximately 21 in-game hours)
  • Best quality care: With 100% tend quality (+12) and rest in a hospital bed (+14), they'll have a heal rate of 8 + 12 + 14 = 34, so it will take 35,294 ticks to heal (approximately 14 hours in game)
  • Best quality care with Healing enhancer Superfast Wound Healing, Serums, and Preach Health: With a Healing enhancer (+4) 100% tend quality (+12) and rest in a hospital bed (+14), they'll have a heal rate of (8 + 4 + 12 + 14) * ((100% + 25%) * 200% * 400%) = 380, so it will take 3,157 ticks to heal (approximately 1.5 hours in game)

Medicine[edit]

Medicine does not directly cause healing, but it increases the average tend quality. When a wound is tended, the quality is in part determined by the medicine given:

Medicine Potency Maximum Tend Quality
Doctor care but no medicine.png None 0.30 70%
Herbal medicine Herbal medicine 0.60 70%
Medicine Medicine 1.00 100%
Glitterworld medicine Glitterworld medicine 1.60 130%

Each type of medicine has a cap on its tend quality, improving the type available improves outcomes if all other factors are equal. Even so, better medicines are often precious to hold onto and the effectiveness of herbal medicine in a regular bed reaching its 70% maximum can (mostly) suffice.

While bleeding wounds can be stopped by any quality of treatment, herbal or better medicines can treat multiple small wounds in a single "batch" of tending. For patients with many bleeding wounds where the best treatment is usually "as much as soon as possible", the difference can easily be life or death.

Medicine is also useful for treating disease, where tend quality is more impactful, and performing surgery, which is boosted greatly by medicine.

Disfigured[edit]

Damage to the nose caused Hairy to become disfigured

Disfigurement is caused by damage or destruction to any beauty related part. These include the nose, eyes, ears, jaw, and, since version Version/1.3.3101, tongue. Destruction of the parent of any of the previously mentioned parts also cause this malus (ex: a missing jaw also counts as missing a tongue). It adds the "Disfigured −15" opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part. Since Version/1.5.4062, replacing the parent part also removes this opinion penalty (ex: Dentures and Bionic jaws prevents the penalty from a missing tongue).

While disfigurement does not have a direct impact on a pawn's beauty, it does disable the positive opinion for positive beauty, while stacking with negative beauty.

Even while Disfigured, the opinion modifier won't apply to pawns that are either:

  • Blind
  • Kind
  • InhumanizedContent added by the Anomaly DLC
  • Belongs to an ideoligionContent added by the Ideology DLC with the Scarification precept AND the affected part is a scarification.
  • Belongs to an ideoligionContent added by the Ideology DLC with the Blindsight meme AND the affected part is an eye.

Trivia[edit]

Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases. This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors. Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain. Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which does have pain receptors.