Difference between revisions of "Sensory mechanites"

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(One of my bigger edits. reworded opening. Removed some double negatives. Also the "Mild" pain is actually "Serious" pain. The pain affects consciousness.)
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<includeonly>{{Main|Sensory mechanites}}
 
<includeonly>{{Main|Sensory mechanites}}
  
</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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</includeonly>'''Sensory mechanites''' is a [[disease]]. Unlike most diseases, this one causes both problems (pain & tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with '''extremely''' low consciousness to fall below 0% from pain.
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The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.
  
'''Important note:''' 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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Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While 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.  
  
Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While 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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'''Early Symptoms:'''
 
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* Mild [[pain]] (+0.2 pain, indirectly causing -4% [[consciousness]])
'''General Symptoms:'''
 
* Mild [[pain]] (+0.2)
 
 
* Improved [[sight]] (+50%)
 
* Improved [[sight]] (+50%)
 
* Improved [[hearing]] (+50%)
 
* Improved [[hearing]] (+50%)
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'''Advanced Symptoms:'''
 
'''Advanced Symptoms:'''
* Intense [[pain]] (+0.6)
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* Intense [[pain]] (+0.6 pain, indirectly causing -22% [[consciousness]])
 
* Tiredness (rest fall factor) (x200%)
 
* Tiredness (rest fall factor) (x200%)
 
* No other additional effects over early stage
 
* No other additional effects over early stage
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*Severity increases by 0.25 per day when not tended
 
*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
 
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
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'''Pain:'''
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* The early symptom of "mild" pain is a bit confusing. In the health tab, the pain is described as "mild." But 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. Apparently Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild."
  
 
'''Treatment:'''
 
'''Treatment:'''
* Treated with or without medicine, though medicine improves treatment quality, preventing disease from progressing.
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* Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.
* Treatment does not have an effect on the time it takes for this disease to disappear
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* Treatment does not affect the time it takes for this disease to disappear.
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* Treatment does not affect beneficial effects in any way.
 
* Treatment interval: {{ticks|120000}}
 
* Treatment interval: {{ticks|120000}}
 
* Can disappear as early as {{ticks|900000}} (1 quadrum)
 
* Can disappear as early as {{ticks|900000}} (1 quadrum)

Revision as of 22:18, 19 July 2022

Sensory mechanites is a disease. Unlike most diseases, this one causes both problems (pain & tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with extremely low consciousness to fall below 0% from pain. The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.

Sensory mechanites incapacitate pawns with the Wimp trait from the onset of the disease. While 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.

Early Symptoms:

Advanced Symptoms:

  • Intense pain (+0.6 pain, indirectly causing -22% consciousness)
  • Tiredness (rest fall factor) (x200%)
  • No other additional effects over early stage

Progression:

  • 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

Pain:

  • The early symptom of "mild" pain is a bit confusing. In the health tab, the pain is described as "mild." But 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. Apparently Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild."

Treatment:

  • Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.
  • Treatment does not affect the time it takes for this disease to disappear.
  • Treatment does not affect beneficial effects in any way.
  • Treatment interval: 120,000 ticks (33.33 mins)
  • Can disappear as early as 900,000 ticks (250 mins) (1 quadrum)
  • Can last as long as 1,800,000 ticks (500 mins) (2 quadrums)

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