Difference between revisions of "Ailments"
(Split out "non-disease diseases" section from Diseases into its own article) |
(Moved "cataracts" section over from Diseases article) |
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* Impaired movement (-30%) | * Impaired movement (-30%) | ||
* Impaired manipulation (-10%) | * Impaired manipulation (-10%) | ||
+ | |||
+ | ===Cataracts=== | ||
+ | Cataracts are the clouding of the lens on your eye which may occur spontaneously with age similarly to [[#Bad Back|bad back]]. Unlike bad back, cataracts are a very serious impairment, but technically treatable via [[Health|surgery]] of the eye. | ||
+ | |||
+ | General Symptoms: | ||
+ | * Impaired sight (-35%) | ||
===Concussion=== | ===Concussion=== |
Revision as of 00:05, 2 September 2016
Note: This article is about health conditions that don't belong in a broader category. For physical damage, see Injury. For treatable conditions, see Disease.
Anesthetic
Used in surgery to make sure that a colonist is unconscious.
General Symptoms:
- Unconsciousness (sets to 10%)
Treatment:
- Wears off after 15,000 ticks (4.17 mins)
Bad Back
The older a colonist is, the more likely they're going to hurt their back one day (or just naturally develop one).
General Symptoms:
- Impaired movement (-30%)
- Impaired manipulation (-10%)
Cataracts
Cataracts are the clouding of the lens on your eye which may occur spontaneously with age similarly to bad back. Unlike bad back, cataracts are a very serious impairment, but technically treatable via surgery of the eye.
General Symptoms:
- Impaired sight (-35%)
Concussion
Similar to anesthetic, lasts a little longer.
General Symptoms:
- Unconsciousness (sets to 10%)
Treatment:
- Wears off after 25,000 ticks (6.94 mins)
Cryptosleep Sickness
Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists at the start of the game have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.
General Symptoms:
- Vomiting
- Impaired consciousness (max 70%)
- Impaired manipulation (max 60%)
Treatment:
- Wears off after 10,000 ticks (2.78 mins)
Euthanasia
Usually used to put a colonist out of their misery, quietly.
Notes:
- Total loss of consciousness
- Doesn't heal/get better
Food Poisoning
Occurs after having eaten a meal prepared by a poorly skilled cook.
General Symptoms:
- Vomiting
- Impaired consciousness (max 50%)
Treatment:
- Wears off after 30,000 ticks (8.33 mins)
Shut Down
This happens to mechanical beings, similar to euthanasia.
Notes:
- Total loss of consciousness
- Doesn't heal/get better
Toxic Buildup
Occurs with exposure to toxic fallout. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent dementia; it does not wear off even after toxic buildup subsides.
- Initial - begins at 4% severity.
- Symptoms:
- Impaired consciousness (reduced by 5%)
- Symptoms:
- Minor - begins at 20% severity.
- Symptoms:
- Impaired consciousness (reduced by 10%)
- Symptoms:
- Moderate - begins at 40% severity.
- Symptoms:
- Impaired consciousness (reduced by 15%)
- Vomiting
- Dementia (permanent)
- Symptoms:
- Serious - begins at 60% severity.
- Symptoms:
- Impaired consciousness (reduced by 25%)
- Vomiting
- Dementia (permanent)
- Symptoms:
- Extreme - begins at 80% severity.
At this stage the victim will fall unconscious and need rescue.- Symptoms:
- Unconsciousness (max 10%)
- Vomiting
- Dementia (permanent)
- Symptoms:
- Death - occurs at 100% severity.