Difference between revisions of "Deterioration"
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− | '''Deterioration''' is the gradual loss of the health (hit points) of certain objects. Affected objects include [[clothing]], [[armor]], [[weapons]], and most [[resources]]. Deterioration is applied to an object that is not under a roof. Whether the object is indoors or outdoors does not matter, therefore a roofed room without a door still provides protection. Mountains have an indestructible roof making them well-suited to protect perishable items | + | '''Deterioration''' is the gradual loss of the health (hit points) of certain objects. An object is anything that can be hauled by a colonist. Deterioration is akin to an object taking damage from projectiles, explosions, or fire since they all affect the same health stat. Affected objects include [[clothing]], [[armor]], [[weapons]], and most [[resources]]. Deterioration is applied to an object on the ground that is not under a roof. An [[Equipment_Rack|equipment rack]] provides protection for clothing and armor. Whether the object is indoors or outdoors does not matter, therefore a roofed room without a door still provides protection. Mountains have an indestructible roof making them well-suited to protect perishable items. |
− | Deterioration is applied to apparel (armor and clothing) when worn. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought. A colonist wearing any apparel with health between 21% and 50% will get the | + | When an item's health reaches 0 it is destroyed. |
+ | |||
+ | {{clr}} | ||
+ | ''Special notes:'' | ||
+ | |||
+ | Deterioration is also applied to apparel (armor and clothing) when worn. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought. A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought. | ||
Artillery shells that deteriorate to 0 health will explode. | Artillery shells that deteriorate to 0 health will explode. | ||
− | + | Raw food deteriorates in addition to still being prone to spoilage. | |
− | + | As an object loses health it also loses it's [[Market_Value|market value]] very quickly. Objects lose other stats as well: | |
− | |||
− | + | Apparel suffers lowered armor protection and insulation. | |
Ranged weapons suffer lowered accuracy. | Ranged weapons suffer lowered accuracy. | ||
Melee weapons suffer lowered melee damage. | Melee weapons suffer lowered melee damage. | ||
+ | |||
+ | ==Deterioration Rate== | ||
+ | An object's [[Deterioration_Rate|deterioration rate]] specifies how much health is lost per day. Depending on the type of object it ranges from 0.25/d to 10.0/d. This stat is listed in an object's information tab. If this stat is not listed then the object will not deteriorate. Rain greatly affects deterioration rate. | ||
+ | |||
+ | Meals have a deterioration rate of 10.0/d. Therefore, packaged survival meals which needed no special care before deterioration was introduced, now will decay quickly without protection. | ||
==Immunity== | ==Immunity== | ||
− | Resources that are immune to deterioration are [[Metallic_Materials|metal]], [[Stony_Materials|stone]], leather, and [[Hyperweave|hyperweave cloth]]. However, objects crafted from these materials | + | Resources that are immune to deterioration are [[Metallic_Materials|metal]], [[Stony_Materials|stone]], leather, and [[Hyperweave|hyperweave cloth]]. However, objects crafted from these materials do not carry over that immunity. |
[[Medicine#Glitterworld_Medicine|Glitterworld medicine]] is also immune. | [[Medicine#Glitterworld_Medicine|Glitterworld medicine]] is also immune. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 17:56, 11 March 2015
Deterioration is the gradual loss of the health (hit points) of certain objects. An object is anything that can be hauled by a colonist. Deterioration is akin to an object taking damage from projectiles, explosions, or fire since they all affect the same health stat. Affected objects include clothing, armor, weapons, and most resources. Deterioration is applied to an object on the ground that is not under a roof. An equipment rack provides protection for clothing and armor. Whether the object is indoors or outdoors does not matter, therefore a roofed room without a door still provides protection. Mountains have an indestructible roof making them well-suited to protect perishable items.
When an item's health reaches 0 it is destroyed.
Template:Clr Special notes:
Deterioration is also applied to apparel (armor and clothing) when worn. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought. A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought.
Artillery shells that deteriorate to 0 health will explode.
Raw food deteriorates in addition to still being prone to spoilage.
As an object loses health it also loses it's market value very quickly. Objects lose other stats as well:
Apparel suffers lowered armor protection and insulation.
Ranged weapons suffer lowered accuracy.
Melee weapons suffer lowered melee damage.
Deterioration Rate
An object's deterioration rate specifies how much health is lost per day. Depending on the type of object it ranges from 0.25/d to 10.0/d. This stat is listed in an object's information tab. If this stat is not listed then the object will not deteriorate. Rain greatly affects deterioration rate.
Meals have a deterioration rate of 10.0/d. Therefore, packaged survival meals which needed no special care before deterioration was introduced, now will decay quickly without protection.
Immunity
Resources that are immune to deterioration are metal, stone, leather, and hyperweave cloth. However, objects crafted from these materials do not carry over that immunity.
Glitterworld medicine is also immune.