Difference between revisions of "Injury"
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Generally these 'injuries' can be replaced by natural or bionic implants. | Generally these 'injuries' can be replaced by natural or bionic implants. | ||
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+ | ==Trauma Savant== | ||
+ | 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 may be good or bad depending on what stat goes down and what a pawn was made for, for example +50% to Vision/Manipulation, and inable to Talk. Its great on your Medic, but terrible on your only good Warden. | ||
[[Category:Health]] | [[Category:Health]] |
Revision as of 13:04, 4 August 2016
Humanoids, animals, and mechanoids sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and fire. Colonists, visitors, and prisoners 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 medicine.
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes 'downed'. Doctors will automatically rescue downed colonists.
Health Difficulties
- Main article: Health Difficulties
These are the general types of injuries that can be inflicted on a colonist. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.
Name | Pain[1] | Scar pain[2] | Old Label | Combines?[3] | Bleeding | Infection Chance [4] | Become Old Chance | Naturally Heals | Destroyed[5] | Destroyed Out[6] | Treated | Inner Treated | Solid Treated |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beam Burn | 1.25 | 0.625 | Old beam wound | No | 6% | 30% | ?% | Yes | Burned off | Burned out | Bandaged | Sutured | Set |
Burn | 1.875 | 0.625 | Burn scar | Yes | 0% | 30% | 1% | Yes | Burned off | Burned out | Bandaged | Sutured | Set |
Chemical Burn[7] | 1.875 | 0.625 | Burn scar | Yes | 0% | 30% | 1% | Yes | Burned off (chemical) | Burned out (chemical) | Bandaged | Tended | Tended |
Crush | 1.25 | 0.625 | Scar | Yes | 1% | 15% | 1% | Yes | Crushed | Crushed | Bandaged | Sutured | Set |
Crack | 1.0 | 0.625 | Scar | ?[8] | 0% | 0% | 0% | Yes | Shattered | Shattered | Set | Set | Set |
Cut | 1.25 | 0.625 | Cut scar | Yes | 6% | 15% | 1% | Yes | Cut off | Cut out | Bandaged | Sutured | Set |
Surgical Cut | 1.25 | 0.625 | Cut scar | Yes | 6% | 15% | 1% | Yes | Cut off | Cut out | Bandaged | Sutured | Set |
Scratch | 1.25 | 0.625 | Scratch scar | No | 6% | 15% | 1% | Yes | Torn off | Torn out | Bandaged | Sutured | Set |
Bite | 1.25 | 0.625 | Bite scar | No | 6% | 30% | 1% | Yes | Bitten off | Bitten out | Bandaged | Sutured | Set |
Stab | 1.25 | 0.625 | Stab scar | No | 6% | 15% | 1% | Yes | Cut off | Cut out | Bandaged | Sutured | Set |
Gunshot | 1.25 | 0.625 | Old gunshot | No | 6% | 15% | 1% | Yes | Shot off | Shot out | Bandaged | Sutured | Set |
Shredded | 1.25 | 0.625 | Scar | Yes | 6% | 20% | 1% | Yes | Torn off | Torn out | Bandaged | Sutured | Set |
Bruise | 1.25 | 0.625 | Old bruise | No | 0% | 0% | 0% | Yes | Destroyed | Destroyed | Bandaged | Sutured | Set |
Frostbite | 1.25 | 0.625 | Frostbite scar | Yes | 0% | 25% | 1% | Yes | Lost to frostbite | N/A [9] | Bandaged | Sutured | Set |
Missing Body Part[10] | - | - | - | - | 12% | - | - | - | Gone | Gone | - | - | - |
Misc[11] | 1.25 | 0.0 | Scar | No | 6% | ? [12] | 1% | Yes | Destroyed | Destroyed | Bandaged | Sutured | Set |
- ↑ Pain per point of damage. See pain for how it works. Injuries to artificial parts do not cause any pain.
- ↑ Pain per point of damage from scars. See pain for how it works.
- ↑ Whether or not this injury stacks to become something like 'Burn ×2'
- ↑ Base chance of getting infected if left untreated.
- ↑ Prefix for external injuries that result in body part loss (e.g. Shot off left arm).
- ↑ Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).
- ↑ Used when a pawn with Death acidifier hediff is killed.
- ↑ Not defined in the files whether or not it combines.
- ↑ Internal organs cannot be affected by frostbite.
- ↑ Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.
- ↑ Default/debug damage type. Doesn't occur in the normal game.
- ↑ Undefined.
Feelin' the Pain
- Main Article: Pain
Most biological creatures including colonists, raiders, and animals feel pain caused by injuries. A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.[Detail Needed] Even a little pain causes unhappy thoughts. Once pain passes 10%, it'll start to have an effect on consciousness. If a pawn's pain level meets or exceeds their Pain Shock Threshold they'll go into shock, unable to move. Pawns with the Wimp trait will be incapacitated with only minor pain of 30%.
Most pain is temporary, but scars and certain diseases can cause long-term pain. A painstopper implant or the Painblock psycast will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait or an ideoligion with the Pain: Idealized precept get a mood bonus from pain instead of a penalty, so it's usually better to leave them alone.
Injuries to the artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.
Formula
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:
pain = pain / healthFactor
for pawns with a healthFactor other than 1.0 (like grizzly bears and other large animals). Humans have a healthFactor of 1.0, so this doesn't impact humanspain = pain * painFactor
from health conditions which alter pain. This includes pain-reducing drugs like flake and yayo as well as anesthetic used during operations
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type. For example:
- 30 burn damage causes 30 damage × 0.01875 pain per severity = 56.25% pain
- 30 cut damage causes 30 damage × 0.0125 pain per severity = 37.5% pain
For the complete table of pain vs damage, see Health Difficulties
Thresholds
Pain creates moodlets of different values at 4 stages depending on pain severity.
Level | Required Pain % | Mood Penalty (Default) |
Mood Buff (Masochist) |
Mood Buff (Pain:Idealized) |
---|---|---|---|---|
Minor | 1% | −5 | +5 | +3 |
Serious | 15% | −10 | +10 | +5 |
Intense | 40% | −15 | +15 | +7 |
Mind-shattering | 80% | −20 | +20 | +9 |
A standard pawn will go down upon reaching mind-shattering pain.
Pain inflicts a consciousness penalty that scales with the pain percentage after exceeding 10%. It conforms to the following equation:
IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]
For example, 15% pain is 0.15 - 0.1 = 0.05 / 2.25 = 0.02 or 2% consciousness loss.
Graph |
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Factors
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.. |
Base factors
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.
- Painstopper: ×0%
- Painless persona trait : ×0%
- Go-juice:
- High: ×10%
- Withdrawal: ×300%
- Painblock psycast: ×10%
- Yayo:
- High: ×50%
- Luciferium:
- High: ×80%
- Psychite tea:
- High: ×90%
- Beer: (See also Offsets)
- Warm: ×90%
- Tipsy: ×80%
- Drunk: ×50%
- Hammerred: ×30%
- Blackout: ×10%
- Psychic bond:
- Psychic bond: ×50%
- Reduced pain: ×50%
Offsets
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.
- Mindscrew: +20%
- Sensory mechanites:
- Mild pain: +20%
- Intense pain: +60%
- Blood rot:
- Extreme: +5%
- Fibrous mechanites:
- Mild pain: +20%
- Intense pain: +60%
- Muscle parasites: +20%
- Gut worms: +20%
- Malaria:
- Major: +30%
- Extreme: +30%
- Luciferium:
- Withdrawal: +40%
- Beer: (See also Factors)
- Blackout: +5%
- Stoned on smokeleaf: −20%
- Torture crown: +5%
- Tox gas:
- Mild: +10%
- Moderate: +15%
- Severe: +25%
- Hemogen craving:
- Minor: +5%
- Moderate: +10%
- Major: +15%
- Inhumanization: −50%
Non-Local Injuries
Starvation
When a pawn's 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 (minor): consciousness -5%
- Malnutrition (moderate): consciousness -15%
- Malnutrition (severe): consciousness -25%
- Malnutrition (extreme): consciousness max 10%
Blood Loss
Blood loss occurs when a pawn has untreated bleeding 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.
- Blood loss starts at 0%; upon reaching 100%, the pawn will die.
- Blood loss (minor): consciousness -10%
- Blood loss (moderate): consciousness -20%
- Blood loss (severe): consciousness -40%
- Blood loss (extreme): consciousness max 10%
Shock
Caused by extreme pain, it incapacitates the affected target. There are no other causes of shock besides pain currently.
Pawns go into shock if their amount of pain is greater than or equal 0.800000011920929 (about 80%).
Heatstroke
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their maximum comfortable temperature.
- Heatstroke (initial): consciousness -5%
- Heatstroke (minor): consciousness -10%, moving -10%, pain 15%
- Heatstroke (serious): consciousness -20%, moving -30%, pain 30%
- Heatstroke (extreme): consciousness max 10%
- Heatstroke (100% severity): death
Hypothermia
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their minimum comfortable temperature.
- Hypothermia (shivering): consciousness -5%, manipulation -8%
- Hypothermia (minor): consciousness -10%, manipulation -20%, moving -10%
- Hypothermia (serious): consciousness -20%, manipulation -50%, moving -30%, pain 15%
- Hypothermia (extreme): consciousness max 10%, pain 30%
- Hypothermia (100% severity): death
Scarring
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. Scars can be caused by poor quality treatment or just not treating wounds, though injuries have an inherently low chance to scar, as seen above. Scars will also cause a small amount of pain, even if the relevant body part is fully healed.
Sometimes colonists are generated with minor scars and old gunshots already in place. This can actually be a good thing for a colonist with the Masochist trait, as it will give them a continual mood bonus instead of penalty. The ones without it, however, 'enjoy' a permanent penalty to their mood because of this (unless you replace the body part, if possible).
Old Age
Strictly speaking, these aren't truly injuries but the result of old age taking its toll on a colonist's body.
- Bad back
- Movement: -30%
- Manipulation: -10%
- Cataracts
- Sight: -35%
- Dementia
- Consciousness: -15%
- Talking: -40%
- Hearing: -40%
- Frail
- Movement: -30%
- Manipulation: -30%
Generally these 'injuries' can be replaced by natural or bionic implants.
Trauma Savant
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 may be good or bad depending on what stat goes down and what a pawn was made for, for example +50% to Vision/Manipulation, and inable to Talk. Its great on your Medic, but terrible on your only good Warden.