Difference between revisions of "Consciousness"
m ((period)) |
(→Base Factors: Corrected pain consciousness formula for proper scaling, and to properly describe it as an offset (subtraction) rather than a factor (multiplication). Adjusted formula to be a bit easier to understand, and added in the Pain to Consciousness penalty ratio, as well as the maximum penalty.) |
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Line 30: | Line 30: | ||
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::1|100%]] Max. | * [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::1|100%]] Max. | ||
* [[Blood filtration]]: [[Blood Filtration Importance::0.1|10%]] importance, no allowed defect. [[Blood Filtration Limit::1|100%]] Max. | * [[Blood filtration]]: [[Blood Filtration Importance::0.1|10%]] importance, no allowed defect. [[Blood Filtration Limit::1|100%]] Max. | ||
− | * [[Pain]]: The pain | + | * [[Pain]]: The pain offset can be calculated as follows: |
+ | : <code>IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]</code> | ||
+ | <!-- Prior formula is incorrect. | ||
: <code>IF {1.05 - (0.45 x Pain)}[%] < 100% THEN {1.05 - (0.45 x Pain [%])} ELSE 100% </code> | : <code>IF {1.05 - (0.45 x Pain)}[%] < 100% THEN {1.05 - (0.45 x Pain [%])} ELSE 100% </code> | ||
+ | For example, it says that pain does not start until 11.1% (0.05 / 0.45), when in fact it starts at 10%, via the LerpDouble() function. | ||
+ | As another example, pain of exactly 55% will grant exactly a 20% consciousness penalty, but the prior formula say it would be -19.75% instead. | ||
+ | LerpDouble linearly interprets between two pairs of points. In this case, pain between 0.1f (10%) and 1.0f (100%) is interpolated over the range 0f (0% penalty) and 0.4f (40% penalty). | ||
+ | The prior formula was also phrased as a *factor*, when in fact it is implemented as an offset (ie. 100% Pain, which is a 40% penalty, is -40% consciousness, not consciousness * 0.6) | ||
+ | --> | ||
<!-- Same formula, as originally presented; harder to grok: | <!-- Same formula, as originally presented; harder to grok: | ||
− | (IF -0.45 × Pain [%] + 1.05) < 100% THEN (-0.45 × Pain [%] + 1.05) ELSE 100%</code>--> | + | (IF -0.45 × Pain [%] + 1.05) < 100% THEN (-0.45 × Pain [%] + 1.05) ELSE 100%</code> |
− | :: '' | + | --> |
+ | :: ''In English, what this says is that minor levels of pain (10% or less) have no effect on Consciousness, while anything more than that starts to reduce consciousness at a little less than half its value (1/2.25).'' | ||
+ | :: ''More specifically, the pawn's consciousness is reduced at a rate of -1% for every 2.25% Pain above 10%, with a maximum penalty at 100% Pain of -40% Consciousness.'' | ||
* Brain part efficiency: 100% importance, no allowed defect. No Max (effectively 100%). | * Brain part efficiency: 100% importance, no allowed defect. No Max (effectively 100%). | ||
** [[Joywire]]: part efficiency offset {{--|20%}} | ** [[Joywire]]: part efficiency offset {{--|20%}} |
Revision as of 05:31, 25 February 2022
Consciousness is a pawn capacity: The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0%.
Humans, animals and mechanoids all share the same unconscious/lethality thresholds. Any change in consciousness affects movement, production and social interaction.
Consciousness is called Data Processing on mechanoids.
At the time of writing, the maximum possible Consciousness capacity is 150% with a healthy pawn high on go-juice, luciferium and wake-up, and having used a neural supercharger.
Affected stats
Changes in consciousness influence these critical values...
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Eating | Capacity | 1 | - | A character's ability to eat. |
Manipulation | Capacity | 1 | - | How well a character can physically interact with objects. Directly affected by consciousness and arms/hands/fingers effectiveness. |
Moving | Capacity | 1 | 1 | How well a character can move around. Directly affected by consciousness. |
Talking | Capacity | 1 | - | A character's capacity of speech. Directly affected by consciousness. |
Reading Speed | Stat | 1 | A multiplier on how fast this person can read. |
Factors
Base Factors
Consciousness is mainly affected by the following factors:
- Blood Pumping: 20% importance, no allowed defect. 100% Max.
- Breathing: 20% importance, no allowed defect. 100% Max.
- Blood filtration: 10% importance, no allowed defect. 100% Max.
- Pain: The pain offset can be calculated as follows:
IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]
- In English, what this says is that minor levels of pain (10% or less) have no effect on Consciousness, while anything more than that starts to reduce consciousness at a little less than half its value (1/2.25).
- More specifically, the pawn's consciousness is reduced at a rate of -1% for every 2.25% Pain above 10%, with a maximum penalty at 100% Pain of -40% Consciousness.
- Brain part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
- Joywire: part efficiency offset −20%
Post Factors
The following factors are applied after the Base factors.
- Beer (high)
- Tipsy: x90%
- Drunk: x65%
- Hammered: x10%
- Psychite hangover (Flake/Yayo/Psychite tea): x80%
- Cryptosleep sickness: x80%
- Food poisoning
- Recovering and Inital: x60%
- Major: x50%
- Heart attack painful: x50%
Offsets
The following offsets are applied after the Post factors.
- Beer (hangover)
- Slight: −3%
- Strong: −8%
- Pounding: −18%
- Beer withdrawal: −20%
- Go-juice:
- High: +20%
- Withdrawal: −20%
- Luciferium high: +10%
- Psychite withdrawal (Flake/Yayo/Psychite tea): −20%
- Smokeleaf joint
- High: −30%
- Withdrawal: −20%
- Wake-up:
- High: +10%
- Withdrawal: −30%
- Blood loss
- Minor: −10%
- Moderate: −20%
- Severe: −40%
- Toxic buildup
- Initial: −5%
- Minor: −10%
- Moderate: −15%
- Serious: −25%
- Malnutrition
- Trivial: −5%
- Minor: −10%
- Moderate: −20%
- Severe: −30%
- Heatstroke
- Initial: −5%
- Minor: −10%
- Serious: −20%
- Hypothermia
- Shivering: −5%
- Minor: −10%
- Serious: −20%
- Hypothermic slowdown
- Minor: −5%
- Moderate: −20%
- Serious: −40%
- Infection extreme (initial): −5%
- Flu
- Minor: −5%
- Major: −10%
- Extreme: −15%
- Plague
- Minor: −5%
- Major: −20%
- Extreme: −30%
- Malaria
- Minor: −5%
- Major: −12%
- Sleeping sickness
- Minor (initial): −2%
- Minor (advanced): −4%
- Major: −15%
- Extreme (initial): −20%
- Resurrection psychosis
- Early: −10%
- Advanced: −20%
- Severe: −30%
- Total: −40%
- Circadian half-cycler : −15%
- Neural supercharger : +10%
Limits
If any of these conditions apply, the Consciousness can not be higher than the given value. Note that the it can still be lower.
- Beer (high) blackout: 10% max
- Luciferium withdrawal: 80% max
- Blood loss extreme: 10% max
- Anesthetic
- Wearing off: 90% max
- Woozy: 70% max
- Sedated: 10% max
- Catatonic break: 10% max
- Psychic shock: 10% max
- Psychic coma: 10% max
- Brain shock: 10% max
- Toxic buildup extreme: 10% max
- Heart attack debilitating: 10% max
- Drug overdose
- Minor: 50% max
- Major: 10% max
- Malnutrition extreme: 10% max
- Heatstroke extreme: 10% max
- Hypothermia extreme: 10% max
- Hypothermic slowdown extreme: 10% max
- Infection extreme (advanced): 10% max
- Malaria extreme: 10% max
- Sleeping sickness extreme (advanced): 10% max
- Resurrection psychosis catatonic: 10% max
Formula
The formula is as follows:
Consciousness = IF (Base factors × Post factors + Offsets) < Limit THEN (Base factors × Post factors + Offsets) ELSE Limit
The Base factors can be calculated with the following formulas:
Blood Pumping = 1 + ({IF Blood Pumping < 1 THEN Blood Pumping ELSE 1} - 1) × 0.2 Breathing = 1 + ({IF Breathing < 1 THEN Breathing ELSE 1} - 1) × 0.2 Blood Filtration = 1 + ({IF Blood Filtration < 1 THEN Blood Filtration ELSE 1} - 1) × 0.1 Pain = IF (-0.45 × Pain + 1.05) < 1 THEN (-0.45 × Pain + 1.05) ELSE 1