Difference between revisions of "Sensory mechanites"

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<includeonly>{{Main|Sensory mechanites}}
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'''Sensory mechanites''' is a mechanite [[disease]] that boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.
  
</includeonly>'''Sensory mechanites''' are a mechanite [[disease]] which brings mild pain in early stages but boosts sensory perception. This disease does not kill the patient, but still produces intense pain.  
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== Overview ==
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Sensory Mechanites give massive boosts to certain stats, but also give a large increase to [[Sleep Fall Rate]]. The pain's [[Consciousness]] reduction will slightly reduce a pawn's actual effectiveness, and gives negative [[mood]]lets to most colonists. However, this "disease" is useful if these stats are important, like a Social pawn.
  
'''Nota bene:''' Treatment does '''not''' cure the disease, it only prevents the pain and tiredness from worsening. Instead it must be waited out.  
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'''Treatment does ''not'' cure the disease''', it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.
  
Sensory mechanites incapacitate wimps from the onset of the disease. The +30% manipulation and +50% senses (though the buffs are actually less effective because of the consciousness reduction from the pain and the heightened need for rest) the disease provides can be taken advantage of by only tending every while to prevent the disease from progressing to its advanced symptoms.
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Note that the pain will incapacitate pawns with the [[Trait#Wimp|Wimp]] trait. You can install the [[painstopper]] implant, inject them with [[Go-juice]], or use the Painblock [[psycast]]{{RoyaltyIcon}} to negate the pain, making them mobile.
  
Fibrous mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While the the buffs are slightly less because of the [[Consciousness]] reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed. Note that the disease should still be treated even if it is to be exploited, as the benefits do not increase without treatment, only the pain, and treatment does not hasten the end of the disease.
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== Stages ==
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==== Mild pain (0 - 0.49 severity) ====
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* [[Pain]]: {{++|20%}}
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* [[Sleep Fall Rate]]: {{++|70%}}
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* [[Sight]]: {{+|50%}}
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* [[Hearing]]: {{+|50%}}
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* [[Talking]]: {{+|50%}}
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* [[Manipulation]]: {{+|30%}}
  
'''General Symptoms:'''
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==== Serious pain (0.5 - 1 severity) ====
* Mild [[pain]] (+0.2)
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* [[Pain]]: {{++|60%}}
* Improved [[sight]] (+50%)
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* [[Sleep Fall Rate]]: {{++|100%}}
* Improved [[hearing]] (+50%)
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* [[Sight]]: {{+|50%}}
* Improved [[talking]] (+50%)
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* [[Hearing]]: {{+|50%}}
* Improved [[manipulation]] (+30%)
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* [[Talking]]: {{+|50%}}
* Tiredness (rest fall factor) (x170%)
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* [[Manipulation]]: {{+|30%}}
  
'''Advanced Symptoms:'''
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=== Note ===
* Intense [[pain]] (+0.6)
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The early symptom of "Serious" pain is a bit confusing. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab.
* Tiredness (rest fall factor) (x200%)
 
* No other additional effects over early stage
 
  
'''Progression:'''
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== Progression ==
*Severity increases by 0.25 per day when not tended
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Severity increases when left untended, and slows or regresses once tended.
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
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* Minor - Severity: 0 - 0.49
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* Major - Severity: 0.5 - 1
  
'''Treatment:'''
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=== Humans ===
* Treated with or without medicine, though medicine improves treatment quality, preventing disease from progressing.
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* Severity increases by 0.25 per day when not tended
* Treatment does not have an effect on the time it takes for this disease to disappear
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* Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
* Treatment interval: {{ticks|120000}}
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* Can disappear as early as {{ticks|900000}} (1 quadrum)
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==Treatment==
* Can last as long as {{ticks|1800000}} (2 quadrums)
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The only cure for this disease is time; it will fade in 1-2 quadrums.
<noinclude>{{Nav/disease}}</noinclude>
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Treatment can be applied every 48 ingame hours (2 days, or {{Ticks|120000}}). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.
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Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting [[healroot]] or making other long term plans might be wise at the first sign of this disease.
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== Version history ==
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* [[Version/0.13.1135|0.13.1135]] - Added.
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{{Nav/disease}}
 
[[Category:Disease]]
 
[[Category:Disease]]

Latest revision as of 13:59, 20 January 2024

Sensory mechanites is a mechanite disease that boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.

Overview[edit]

Sensory Mechanites give massive boosts to certain stats, but also give a large increase to Sleep Fall Rate. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. However, this "disease" is useful if these stats are important, like a Social pawn.

Treatment does not cure the disease, it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.

Note that the pain will incapacitate pawns with the Wimp trait. You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycastContent added by the Royalty DLC to negate the pain, making them mobile.

Stages[edit]

Mild pain (0 - 0.49 severity)[edit]

Serious pain (0.5 - 1 severity)[edit]

Note[edit]

The early symptom of "Serious" pain is a bit confusing. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. Pain is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab.

Progression[edit]

Severity increases when left untended, and slows or regresses once tended.

  • Minor - Severity: 0 - 0.49
  • Major - Severity: 0.5 - 1

Humans[edit]

  • Severity increases by 0.25 per day when not tended
  • Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality

Treatment[edit]

The only cure for this disease is time; it will fade in 1-2 quadrums.

Treatment can be applied every 48 ingame hours (2 days, or 120,000 ticks (33.33 mins)). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.

Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting healroot or making other long term plans might be wise at the first sign of this disease.

Version history[edit]