Difference between revisions of "Health"
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==== Manipulation ==== | ==== Manipulation ==== | ||
+ | Manipulation is a pawn's capacity to handle a weapon or tool. It is a factor of a pawn's [[Shooting Accuracy|shooting accuracy]] as well as nearly every work stat of a colonist. Manipulation is reduced by injured or missing arms, hands, or fingers, or legs of quadrapeds. It is also reduced by ailments including [[Injury#old age|bad back and frailty]]. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms. | ||
==== Talking ==== | ==== Talking ==== |
Revision as of 18:43, 19 July 2015
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Characters, like colonists, raiders, etc, can become injured (via the environment or fighting).
Each injury affects a different part of the colonists' well being, and can be found under a character's Health tab.
Under the health tab there are two sub-tabs, one for a health overview and a second tab for scheduling any operations that a colonist requires.
Health Systems
Pawns have the following health systems.
System Name | Biological Body Parts |
Mechanical Body Parts |
Biological Pawns Have? |
Mechanical Pawns Have? |
Fatal if all capacity lost?[1] |
---|---|---|---|---|---|
Pain | - | - | Yes | No | No |
Consciousness | Brain | - | Yes | No | Yes |
Data Processing | - | AI Persona Core | No | Yes | Yes |
Sight | Eye | Optical Sensor | Yes | Yes | No |
Hearing | Ear | Hearing Sensor | Yes | Yes | No |
Moving | Leg, Foot | Leg, Foot[2] | Yes | Yes | No |
Manipulation | Arm, Hand | Arm, Hand[3] | Yes | Yes | No |
Talking | Jaw, Neck | - | Yes | No | No |
Communication | - | Neck[4] | No | Yes | No |
Breathing | Lungs | - | Yes | No | Yes |
Blood Filtration | Kidneys | - | Yes | No | Yes |
Blood Pumping | Heart | - | Yes | No | Yes |
Metabolism | Liver | - | Yes | No | Yes |
- ↑ Refers to whether or not the pawn will die if a system's capacity becomes 'None'
- ↑ Centipedes body rings are used for movement instead, since they don't have legs.
- ↑ Again, Centipedes body rings are used for work instead, since they don't have arms.
- ↑ Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.
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.
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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%
Consciousness
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss and starvation can have a serious effect on a creature's consciousness if they reach higher levels. When a medical operation is performed, the consciousness of the colonist is dropped to very poor and remains that way until a short period of time has passed. This makes them incapable of moving, along being incapable of leaving the bed.
Sight
Sight is a capacity that contributes to stats including shooting accuracy, melee hit chance, and for colonists, nearly every work stat. Humans and animals have eyes, while scythers and centipedes have functionally equivalent sight sensors. Losing and eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which reduces drastically reduces sight by 70%. An eye can be upgraded with a bionic eye.
Hearing
Hearing is a capacity that contributes to trade price improvement. Hearing is reduced by damaged or missing ears. It is also be reduced by dementia.
Moving
Moving is a capacity that determines a pawn's movement speed. Nearly all pawns use legs to move about. A pawn's movement speed is reduced when a leg, foot, or toe is injured. A pawn may still move when feet or toes are missing, but becomes incapacitated when a leg is destroyed or missing. Movement is also reduced by ailments including dementia and frailty. Movement is reduced by certain clothing including jackets and parkas.
Manipulation
Manipulation is a pawn's capacity to handle a weapon or tool. It is a factor of a pawn's shooting accuracy as well as nearly every work stat of a colonist. Manipulation is reduced by injured or missing arms, hands, or fingers, or legs of quadrapeds. It is also reduced by ailments including bad back and frailty. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms.
Talking
Eating
Breathing
Blood Filtration
Blood Pumping
Metabolism
Communication
Data Processing
Health Tab
All creatures will contain a tab when selected called health. This tab will display the bodily systems the creature contains and its current effectiveness. For all of the various creatures within the game, the bodily systems may differ based on what that creature is and what it would need to live in real life (if it could exist, that is). Displayed here is also the current injuries, the effect this has, and the creature's bleeding rate. Do note that not all creatures, most notably the mechanoids, have a bleeding rate that can be displayed here. This tab can also display any currently designated medical operations and any that can be designated. Operations can only be applied to your colonists or their prisoners.
Cold and Heat Injuries
hypothermia: Needs Description
frostbite: Needs Description
heatstroke: Needs Description
burns: Needs Description
Treatment
For most injuries, you can treat colonists with or without medicine (with typically better results if a medicinal substance is provided), and also have them lay in hospital beds or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.
Improper Treatment
Treating an injury poorly may result in scarring, reduced healing rate or infections
Operations
Under the Health tab, you can assign an operation to a colonist by clicking on the bill sub-tab. Operations cannot be performed without a proper Medkit to apply an anesthetic.
Transplants
For missing internal organs, either a donor organ can be used or an artificial part.
Limb Replacement
From peg legs to bionic arms, you could either replace a colonists' missing limbs, augment them, or cruelly punish your enemies with peg legs out of spite. Bionic parts have a bonus to specific actions or movement. For example, a bionic leg will increase your colonist's moving speed by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%.