Difference between revisions of "Consciousness"

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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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* [[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 factor can be calculated as follows*:  
+
* [[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 very minor pain has no effect, while anything more than minor starts to affect consciousness at a little less than half (.45) its value.)
+
-->
 +
:: ''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.Content added by the Ideology DLC

Affected stats

Changes in consciousness influence these critical values...

NameTypeWeightMaxDescription
EatingCapacity1-A character's ability to eat.
ManipulationCapacity1-How well a character can physically interact with objects. Directly affected by consciousness and arms/hands/fingers effectiveness.
MovingCapacity11How well a character can move around. Directly affected by consciousness.
TalkingCapacity1-A character's capacity of speech. Directly affected by consciousness.
Reading SpeedStat1A 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.

Offsets

The following offsets are applied after the Post factors.

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.

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