Difference between revisions of "Ailments"
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− | '' | + | '''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. For physical damage, see [[injury]]. For treatable conditions, see [[disease]]. |
− | + | "MTB" stands for "Mean Time Between", and is how it's presented in the game files. | |
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated. | Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated. | ||
− | Most permanent ailments are curable with | + | Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]]. |
− | ==Chronic== | + | == Chronic == |
− | Ailments that come with age. | + | Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases. |
− | ===Alzheimer's=== | + | === Alzheimer's === |
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. | A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion. | ||
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears. | Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears. | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Alzheimer's (minor)''' || | + | | '''Alzheimer's (minor)''' || ≥0% severity || |
* -5% part efficiency | * -5% part efficiency | ||
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 12 days'') |
− | * Forget memory ('' | + | * Forget memory (''MTB of 7 days'') |
|- | |- | ||
− | | '''Alzheimer's (minor)''' || | + | | '''Alzheimer's (minor)''' || ≥20% severity || |
* -10% part efficiency | * -10% part efficiency | ||
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 9 days'') |
− | * Forget memory ('' | + | * Forget memory (''MTB of 4 days'') |
* ''0.15%'' of conditional thoughts nullified | * ''0.15%'' of conditional thoughts nullified | ||
|- | |- | ||
− | | '''Alzheimer's (major)''' || | + | | '''Alzheimer's (major)''' || ≥50% severity || |
* -15% part efficiency | * -15% part efficiency | ||
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 7 days'') |
− | * Forget memory ('' | + | * Forget memory (''MTB of 2 days'') |
* ''0.5%'' of conditional thoughts nullified | * ''0.5%'' of conditional thoughts nullified | ||
|- | |- | ||
− | | '''Alzheimer's (major)''' || | + | | '''Alzheimer's (major)''' || ≥80% severity || |
* -20% part efficiency | * -20% part efficiency | ||
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 4 days'') |
− | * Forget memory ('' | + | * Forget memory (''MTB of 0.8 days'') |
* ''1%'' of conditional thoughts nullified | * ''1%'' of conditional thoughts nullified | ||
|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Alzheimers | + | ! Alzheimers chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 62: | Line 63: | ||
|x=0, 33.6, 56, 72, 80, 120 | |x=0, 33.6, 56, 72, 80, 120 | ||
|y=0, 0, 0.061, 0.12, 0.2, 0.3 | |y=0, 0, 0.061, 0.12, 0.2, 0.3 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Asthma=== | + | === Asthma === |
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line. | A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line. | ||
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! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Asthma (minor)''' || | + | | '''Asthma (minor)''' || ≥ 0% severity || -10% part efficiency |
|- | |- | ||
− | | '''Asthma (major)''' || | + | | '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency |
|- | |- | ||
− | | '''Asthma (major)''' || | + | | '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency |
|} | |} | ||
Treatment: | Treatment: | ||
− | * The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). | + | * The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs. |
* Asthma can be cured by replacing the lung with a non-diseased one. | * Asthma can be cured by replacing the lung with a non-diseased one. | ||
− | A human pawn can first get | + | A human pawn can first get asthma at any age. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Asthma | + | ! Asthma chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 102: | Line 103: | ||
|x=0, 16, 24, 40, 120 | |x=0, 16, 24, 40, 120 | ||
|y=0, 0.048, 0.096, 0.1344, 0.1344 | |y=0, 0.048, 0.096, 0.1344, 0.1344 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Bad | + | === Bad back === |
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. | Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly. | ||
Line 121: | Line 122: | ||
A bad back can be cured by installing a [[bionic spine]] | A bad back can be cured by installing a [[bionic spine]] | ||
− | A human pawn can first get a | + | A human pawn can first get a bad back at age 41. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Bad | + | ! Bad back chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 132: | Line 133: | ||
|x=0, 40, 50, 60, 70, 80, 120 | |x=0, 40, 50, 60, 70, 80, 120 | ||
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86 | |y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | === | + | |
+ | === Cataract === | ||
Milky-looking opacity in the eye. Cataracts impair vision. | Milky-looking opacity in the eye. Cataracts impair vision. | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Ailment !! Symptoms | ! Ailment !! Symptoms | ||
|- | |- | ||
− | | '''Cataract''' || -50% part efficiency in the affected eye. | + | | '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected. |
|} | |} | ||
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye. | Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye. | ||
− | A human pawn can first get | + | A human pawn can first get a cataract at age 49. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! | + | ! Cataract chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 157: | Line 159: | ||
|x=0, 48, 60, 70, 120 | |x=0, 48, 60, 70, 120 | ||
|y=0, 0, 0.53, 1.1045, 1.1045 | |y=0, 0, 0.53, 1.1045, 1.1045 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Carcinoma=== | + | |
− | A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed [[ | + | === Carcinoma === |
+ | A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed [[nuclear stomach]]s {{RoyaltyIcon}} create a carcinoma on the torso with an MTB of 120 days. | ||
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever. | A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever. | ||
A cancer has 3 stages; growing, stable and remission. | A cancer has 3 stages; growing, stable and remission. | ||
− | *When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65. | + | * When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65. |
− | *When stable, it neither grows nor regresses on its own. | + | * When stable, it neither grows nor regresses on its own. |
− | *When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5. | + | * When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5. |
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission. | Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission. | ||
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! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Carcinoma (minor)''' || | + | | '''Carcinoma (minor)''' || ≥0% severity || |
* Little pain (+10%) | * Little pain (+10%) | ||
* -10% part efficiency | * -10% part efficiency | ||
|- | |- | ||
− | | '''Carcinoma (minor)''' || | + | | '''Carcinoma (minor)''' || ≥15% severity || |
* Moderate pain (+20%) | * Moderate pain (+20%) | ||
* -25% part efficiency | * -25% part efficiency | ||
|- | |- | ||
− | | '''Carcinoma (major)''' || | + | | '''Carcinoma (major)''' || ≥40% severity || |
* Moderate pain (+35%) | * Moderate pain (+35%) | ||
* -50% part efficiency | * -50% part efficiency | ||
|- | |- | ||
− | | '''Carcinoma (major)''' || | + | | '''Carcinoma (major)''' || ≥60% severity || |
* Acute pain (+50%) | * Acute pain (+50%) | ||
* -80% part efficiency | * -80% part efficiency | ||
|- | |- | ||
− | | '''Carcinoma (extreme)''' || | + | | '''Carcinoma (extreme)''' || ≥80% severity || |
* Acute pain (+60%) | * Acute pain (+60%) | ||
* -90% part efficiency | * -90% part efficiency | ||
Line 202: | Line 205: | ||
Treatment: | Treatment: | ||
* Treated every {{ticks|240000}} | * Treated every {{ticks|240000}} | ||
− | * Surgical removal; this needs 4 medicine (regular or above) and a doctor of | + | * Surgical removal; this needs 4 medicine (regular or above) and a doctor of medicine skill 10 or above, and has only 70% base chance to succeed |
− | A human pawn can first get a | + | A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources including [[toxic buildup]] and [[nuclear stomach]]s {{RoyaltyIcon}} can happen at any age. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Carcinoma | + | ! Carcinoma chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 215: | Line 218: | ||
|x=0, 22.4, 80, 120 | |x=0, 22.4, 80, 120 | ||
|y=0, 0, 0.11, 0.15 | |y=0, 0, 0.11, 0.15 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Dementia=== | + | === Dementia === |
Dementia is simply the functionality of the brain declining, and affects all cognitive functions. | Dementia is simply the functionality of the brain declining, and affects all cognitive functions. | ||
Line 233: | Line 236: | ||
* Impaired hearing (-25%) | * Impaired hearing (-25%) | ||
** Net loss of 40% hearing including brain function loss | ** Net loss of 40% hearing including brain function loss | ||
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 5 days'') |
* Slightly accelerated skill loss | * Slightly accelerated skill loss | ||
|} | |} | ||
Line 243: | Line 246: | ||
--> | --> | ||
− | A human pawn can first get | + | A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Dementia | + | ! Dementia chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 254: | Line 257: | ||
|x=0, 68, 76, 92, 120 | |x=0, 68, 76, 92, 120 | ||
|y=0, 0, 0.93, 9.3, 9.3 | |y=0, 0, 0.93, 9.3, 9.3 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Frail=== | + | === Frail === |
− | Generalized loss of muscle and bone density. | + | Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back. |
{| class="wikitable" | {| class="wikitable" | ||
Line 271: | Line 274: | ||
|} | |} | ||
− | Can only be cured with [[ | + | Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}. |
− | A human pawn can first get | + | A human pawn can first get frail at age 51. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Frail | + | ! Frail chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 284: | Line 287: | ||
|x=0, 50, 60, 70, 120 | |x=0, 50, 60, 70, 120 | ||
|y=0, 0, 1.395, 2.604, 2.604 | |y=0, 0, 1.395, 2.604, 2.604 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Artery | + | === Artery blockage === |
− | A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[ | + | A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}. |
− | Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. | + | Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. |
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own. | This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own. | ||
+ | |||
Artery blockages can be treated by replacing the heart. | Artery blockages can be treated by replacing the heart. | ||
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! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Artery blockage (minor)''' || | + | | '''Artery blockage (minor)''' || ≥0% severity || |
* -5% part efficiency | * -5% part efficiency | ||
− | * [[ | + | * [[#Heart attack|Heart attack]] (''MTB of 600 days'') |
|- | |- | ||
− | | '''Artery blockage (minor)''' || | + | | '''Artery blockage (minor)''' || ≥20% severity || |
* -10% part efficiency | * -10% part efficiency | ||
− | * [[ | + | * [[#Heart attack|Heart attack]] (''MTB of 500 days'') |
|- | |- | ||
− | | '''Artery blockage (major)''' || | + | | '''Artery blockage (major)''' || ≥40% severity || |
* -15% part efficiency | * -15% part efficiency | ||
− | * [[ | + | * [[#Heart attack|Heart attack]] (''MTB of 300 days'') |
|- | |- | ||
− | | '''Artery blockage (major)''' || | + | | '''Artery blockage (major)''' || ≥60% severity || |
* -35% part efficiency | * -35% part efficiency | ||
− | * [[ | + | * [[#Heart attack|Heart attack]] (''MTB of 200 days'') |
|- | |- | ||
− | | '''Artery blockage (extreme)''' || | + | | '''Artery blockage (extreme)''' || ≥90% severity || |
* -60% part efficiency | * -60% part efficiency | ||
− | * [[ | + | * [[#Heart attack|Heart attack]] (''MTB of 120 days'') |
|- | |- | ||
| '''Artery blockage (extreme)''' || 100% severity || | | '''Artery blockage (extreme)''' || 100% severity || | ||
Line 324: | Line 328: | ||
|} | |} | ||
− | A human pawn can first get an | + | A human pawn can first get an artery blockage at age 21. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Artery blockage | + | ! Artery blockage chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 335: | Line 339: | ||
|x=0, 20, 24, 40, 80, 120 | |x=0, 20, 24, 40, 80, 120 | ||
|y=0, 0, 0.1, 0.145, 0.16, 0.17 | |y=0, 0, 0.1, 0.145, 0.16, 0.17 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ===Hearing | + | === Hearing loss === |
Inability to hear quiet sounds due to degradation of hair cells in the cochlea. | Inability to hear quiet sounds due to degradation of hair cells in the cochlea. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 353: | Line 357: | ||
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected | Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected | ||
− | A human pawn can first get | + | A human pawn can first get hearing loss at age 49. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Hearing loss | + | ! Hearing loss chance |
|- | |- | ||
| {{GraphChart | | {{GraphChart | ||
Line 364: | Line 368: | ||
|x=0, 48, 60, 70, 120 | |x=0, 48, 60, 70, 120 | ||
|y=0, 0, 0.53, 1.11045, 1.11045 | |y=0, 0, 0.53, 1.11045, 1.11045 | ||
− | |xAxisTitle = Pawn | + | |xAxisTitle = Pawn age (years) |
|yAxisTitle = Chance/Birthday (%) | |yAxisTitle = Chance/Birthday (%) | ||
}} | }} | ||
|} | |} | ||
− | ==Acute== | + | == Acute == |
− | Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. | + | Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures). |
− | ===Malnutrition=== | + | === Malnutrition === |
− | When a pawn's [[ | + | When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 399: | Line 403: | ||
|- | |- | ||
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero || | | '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero || | ||
− | * Unconscious ([[consciousness]] max 10%) | + | * Unconscious ([[consciousness]] max. 10%) |
|- | |- | ||
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero || | | '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero || | ||
Line 407: | Line 411: | ||
<!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --> | <!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --> | ||
− | ===Blood | + | === Blood loss === |
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death. | A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death. | ||
− | Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the | + | Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom. |
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover. | Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover. | ||
Line 418: | Line 422: | ||
! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Blood loss (minor)''' || | + | | '''Blood loss (minor)''' || ≥15% blood loss || |
*-10% [[Consciousness]] | *-10% [[Consciousness]] | ||
|- | |- | ||
− | | '''Blood loss (moderate)''' || | + | | '''Blood loss (moderate)''' || ≥30% blood loss || |
*-20% [[Consciousness]] | *-20% [[Consciousness]] | ||
|- | |- | ||
− | | '''Blood loss (severe)''' || | + | | '''Blood loss (severe)''' || ≥45% blood loss || |
*-40% [[Consciousness]] | *-40% [[Consciousness]] | ||
|- | |- | ||
− | | '''Blood loss (extreme)''' || | + | | '''Blood loss (extreme)''' || ≥60% blood loss || |
− | * [[Consciousness]] 10% max | + | * [[Consciousness]] 10% max. |
|- | |- | ||
| '''Blood loss (extreme)''' || 100% blood loss || | | '''Blood loss (extreme)''' || 100% blood loss || | ||
Line 434: | Line 438: | ||
|} | |} | ||
− | ===Heatstroke=== | + | === Heatstroke === |
− | Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[ | + | Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[maximum comfortable temperature]]. |
− | + | Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated. | |
The exact way the rate of severity gain is calculated is currently unknown to this wiki. | The exact way the rate of severity gain is calculated is currently unknown to this wiki. | ||
Line 457: | Line 461: | ||
|- | |- | ||
| '''Heatstroke (extreme)''' || >0.62 Severity || | | '''Heatstroke (extreme)''' || >0.62 Severity || | ||
− | * [[Consciousness]] max 10% | + | * [[Consciousness]] max. 10% |
* [[Pain]] +30% | * [[Pain]] +30% | ||
|- | |- | ||
| '''Heatstroke (100%)''' || =1.00 Severity || | | '''Heatstroke (100%)''' || =1.00 Severity || | ||
− | *Death | + | * Death |
|} | |} | ||
− | ===Hypothermia=== | + | === Hypothermia === |
− | Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[ | + | Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[minimum comfortable temperature]]. |
− | + | Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated. | |
The exact way the rate of severity gain is calculated is currently unknown to this wiki. | The exact way the rate of severity gain is calculated is currently unknown to this wiki. | ||
Line 490: | Line 494: | ||
|- | |- | ||
| '''Hypothermia (extreme)''' || >0.62 Severity || | | '''Hypothermia (extreme)''' || >0.62 Severity || | ||
− | * [[Consciousness]] max 10% | + | * [[Consciousness]] max. 10% |
* [[Pain]] +30% | * [[Pain]] +30% | ||
|- | |- | ||
Line 497: | Line 501: | ||
|} | |} | ||
− | ===Hypothermic | + | === Hypothermic slowdown (insectoid) === |
− | + | {{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}} | |
− | [[Insectoids]] avoid | + | [[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]]. |
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen. | Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen. | ||
Line 516: | Line 520: | ||
* [[Moving]] -20% | * [[Moving]] -20% | ||
* [[Manipulation]] -20% | * [[Manipulation]] -20% | ||
− | * Hunger | + | * Hunger rate -10% |
|- | |- | ||
| '''Hypothermia (serious)''' || >0.35 Severity || | | '''Hypothermia (serious)''' || >0.35 Severity || | ||
Line 522: | Line 526: | ||
* [[Moving]] -40% | * [[Moving]] -40% | ||
* [[Manipulation]] -50% | * [[Manipulation]] -50% | ||
− | * Hunger | + | * Hunger rate -40% |
|- | |- | ||
| '''Hypothermia (extreme)''' || >0.62 Severity || | | '''Hypothermia (extreme)''' || >0.62 Severity || | ||
− | * [[Consciousness]] max 10% | + | * [[Consciousness]] max. 10% |
− | * Hunger | + | * Hunger rate -95% |
|} | |} | ||
== Drug damage == | == Drug damage == | ||
− | |||
These ailments are caused by excess drug use. | These ailments are caused by excess drug use. | ||
=== Cirrhosis === | === Cirrhosis === | ||
− | |||
A degenerative liver disease caused by excessive alcohol consumption. | A degenerative liver disease caused by excessive alcohol consumption. | ||
− | An otherwise healthy pawn with cirrhosis will have an [[ | + | An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease. |
{| class="wikitable" | {| class="wikitable" | ||
Line 544: | Line 546: | ||
| '''Cirrhosis''' || | | '''Cirrhosis''' || | ||
* -60% part efficiency (liver) | * -60% part efficiency (liver) | ||
− | * Slight [[ | + | * Slight [[pain]] (+15%) |
* -10% [[Moving]] | * -10% [[Moving]] | ||
|} | |} | ||
=== Chemical damage === | === Chemical damage === | ||
− | |||
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants. | Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants. | ||
Line 571: | Line 572: | ||
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones). | These ailments appear in gameplay, and usually wear off on their own (except death-causing ones). | ||
− | ===Cryptosleep sickness=== | + | === Cryptosleep sickness === |
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. | After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind. | ||
− | Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the [[ | + | Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the "[[Scenario system#Crashlanded|Crashlanded]]" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet. |
{| class="wikitable" | {| class="wikitable" | ||
Line 581: | Line 582: | ||
|- | |- | ||
| '''Cryptosleep sickness''' || | | '''Cryptosleep sickness''' || | ||
− | * Frequent vomiting ('' | + | * Frequent vomiting (''MTB of 3 hours'') |
− | * Impaired [[ | + | * Impaired [[consciousness]] (×80%) |
− | * Impaired [[ | + | * Impaired [[moving]] (×90%) |
− | * Impaired [[ | + | * Impaired [[manipulation]] (×90%) |
|} | |} | ||
Treatment: | Treatment: | ||
* Wears off after {{ticks|10000}} | * Wears off after {{ticks|10000}} | ||
− | ===Food poisoning=== | + | === Food poisoning === |
− | Occurs after having eaten a contaminated meal or occasionally from raw food. The [[Food | + | Occurs after having eaten a contaminated meal or occasionally from raw food. The [[Food poison chance|chance of contamination]] for cooked meals is determined by the cook's [[Skills#Cooking|skill]] and the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared. |
Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours. | Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours. | ||
Line 597: | Line 598: | ||
! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Food poisoning (minor)''' || | + | | '''Food poisoning (minor)''' || 0–4 hours from onset || |
− | * Vomiting ('' | + | * Vomiting (''MTB of 0.3 days'') |
* Some pain (+20%) | * Some pain (+20%) | ||
− | * Impaired [[ | + | * Impaired [[consciousness]] (×60%) |
− | * Impaired [[ | + | * Impaired [[moving]] (×80%) |
− | * Impaired [[ | + | * Impaired [[manipulation]] (×90%) |
− | * Reduced [[ | + | * Reduced [[blood filtration]] (×95%) |
− | * Much slower [[Eating | + | * Much slower [[Eating speed|eating]] (×50%) |
|- | |- | ||
− | | '''Food poisoning (major)''' || | + | | '''Food poisoning (major)''' || 4–20 hours from onset || |
− | * Vomiting ('' | + | * Vomiting (''MTB of 0.2 days'') |
* Significant pain (+40%) | * Significant pain (+40%) | ||
− | * Impaired [[ | + | * Impaired [[consciousness]] (×50%) |
− | * Impaired [[ | + | * Impaired [[moving]] (×50%) |
− | * Impaired [[ | + | * Impaired [[manipulation]] (×80%) |
− | * Reduced [[ | + | * Reduced [[blood filtration]] (×85%) |
− | * Much slower [[Eating | + | * Much slower [[Eating speed|eating]] (×30%) |
|- | |- | ||
− | | '''Food poisoning (recovering)''' || | + | | '''Food poisoning (recovering)''' || 20–24 hours from onset || |
− | * Vomiting ('' | + | * Vomiting (''MTB of 0.4 days'') |
* Some pain (+20%) | * Some pain (+20%) | ||
− | * Impaired [[ | + | * Impaired [[consciousness]] (×60%) |
− | * Impaired [[ | + | * Impaired [[moving]] (×80%) |
− | * Impaired [[ | + | * Impaired [[manipulation]] (×90%) |
− | * Reduced [[ | + | * Reduced [[blood filtration]] (×95%) |
− | * Much slower [[Eating | + | * Much slower [[Eating speed|eating]] (×30%) |
|} | |} | ||
− | ===Toxic buildup=== | + | === Toxic buildup === |
+ | Primarily occurs with exposure to [[Events#Toxic fallout|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|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity. | ||
− | + | Buildup is proportional to the [[toxic sensitivity]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune. | |
− | |||
− | Buildup is proportional to the [[ | ||
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}. | Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}. | ||
Line 638: | Line 638: | ||
! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Toxic buildup (initial)''' || | + | | '''Toxic buildup (initial)''' || ≥4% severity || |
* -5% [[Consciousness]] | * -5% [[Consciousness]] | ||
|- | |- | ||
− | | '''Toxic buildup (minor)''' || | + | | '''Toxic buildup (minor)''' || ≥20% severity || |
* -10% [[Consciousness]] | * -10% [[Consciousness]] | ||
|- | |- | ||
− | | '''Toxic buildup (moderate)''' || | + | | '''Toxic buildup (moderate)''' || ≥40% severity || |
* -15% [[Consciousness]] | * -15% [[Consciousness]] | ||
− | * Vomiting ('' | + | * Vomiting (''MTB of 5 days'') |
− | * [[Dementia]] ('''permanent''', '' | + | * [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'') |
− | * [[Carcinoma]] ('' | + | * [[Carcinoma]] (''MTB of 438 days to develop'') |
|- | |- | ||
− | | '''Toxic buildup (serious)''' || | + | | '''Toxic buildup (serious)''' || ≥60% severity || |
* -25% [[Consciousness]] | * -25% [[Consciousness]] | ||
− | * Vomiting ('' | + | * Vomiting (''MTB of 1 day'') |
− | * [[Dementia]] ('''permanent''', '' | + | * [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'') |
− | * [[Carcinoma]] ('' | + | * [[Carcinoma]] (''MTB of 111 days to develop'') |
|- | |- | ||
− | | '''Toxic buildup (extreme)''' || | + | | '''Toxic buildup (extreme)''' || ≥80% severity || |
− | * Unconsciousness (Max [[ | + | * Unconsciousness (Max. [[consciousness]] 10%) |
− | * Vomiting ('' | + | * Vomiting (''MTB of 0.5 day'') |
− | * [[Dementia]] ('''permanent''', '' | + | * [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'') |
− | * [[Carcinoma]] ('' | + | * [[Carcinoma]] (''MTB of 39 days to develop'') |
|- | |- | ||
| '''Toxic buildup (extreme)''' || 100% severity || | | '''Toxic buildup (extreme)''' || 100% severity || | ||
Line 666: | Line 666: | ||
|} | |} | ||
− | ===Brain shock=== | + | === Brain shock === |
− | + | {{quote|<small>"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by eMP pulses." - '''In-game description'''</small>}} | |
Occurs when an [[EMP]] effect hits a pawn with the following brain implants: | Occurs when an [[EMP]] effect hits a pawn with the following brain implants: | ||
* [[Learning assistant]] {{RoyaltyIcon}} | * [[Learning assistant]] {{RoyaltyIcon}} | ||
Line 675: | Line 675: | ||
It lasts between {{ticks|2500}} and {{ticks|3500}}. | It lasts between {{ticks|2500}} and {{ticks|3500}}. | ||
− | Despite only occuring with implants from the [[Royalty DLC]], it is defined in the | + | Despite only occuring with implants from the [[Royalty DLC]], it is defined in the core code. |
{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
| '''Brain shock''' || | | '''Brain shock''' || | ||
− | * Unconscious ([[Consciousness]] max 10%) | + | * Unconscious ([[Consciousness]] max. 10%) |
|} | |} | ||
− | ===Psychic shock=== | + | === Psychic shock === |
− | + | {{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}} | |
− | Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts# | + | Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}. |
It lasts {{ticks|7500}}. | It lasts {{ticks|7500}}. | ||
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|- | |- | ||
| '''Psychic shock''' || | | '''Psychic shock''' || | ||
− | * Unconscious ([[Consciousness]] max 10%) | + | * Unconscious ([[Consciousness]] max. 10%) |
|} | |} | ||
− | ===Biosculpting sickness=== | + | === Biosculpting sickness === |
{{Ideology|No category}} | {{Ideology|No category}} | ||
− | + | {{quote|<small>"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking." - '''In-game description'''</small>}} | |
Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power. | Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power. | ||
Line 711: | Line 711: | ||
|- | |- | ||
| '''Biosculpting sickness''' || | | '''Biosculpting sickness''' || | ||
− | * [[Consciousness]] | + | * [[Consciousness]] ×80% |
− | * [[Moving]] | + | * [[Moving]] ×90% |
− | * [[Manipulation]] | + | * [[Manipulation]] ×90% |
* Vomitting (Mtb 0.125 days) | * Vomitting (Mtb 0.125 days) | ||
|} | |} | ||
− | ==Surgical== | + | == Surgical == |
These ailments happen with medical operations. | These ailments happen with medical operations. | ||
− | ===Anesthetic=== | + | === Anesthetic === |
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine. | Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine. | ||
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! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Anesthetic (sedated)''' || | + | | '''Anesthetic (sedated)''' || 0–6 hours from onset || |
− | * Unconscious ([[Consciousness]] max 1%) | + | * Unconscious ([[Consciousness]] max. 1%) |
|- | |- | ||
− | | '''Anesthetic (woozy)''' || | + | | '''Anesthetic (woozy)''' || 6–12 hours from onset || |
− | * Reduced [[pain]] ( | + | * Reduced [[pain]] (×80%) |
− | * Impaired [[ | + | * Impaired [[consciousness]] (70% max) |
− | * Impaired [[ | + | * Impaired [[moving]] (-20%) |
− | * Impaired [[ | + | * Impaired [[manipulation]] (-20%) |
− | * Impaired [[ | + | * Impaired [[metabolism]] (-20% |
− | * Impaired [[ | + | * Impaired [[sight]] (-15%) |
− | * Vomiting ('' | + | * Vomiting (''MTB of 0.25 days'') |
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 5 days'') |
− | * Forget memory thought ('' | + | * Forget memory thought (''MTB of 5 days'') |
* Improved [[mood]] (+10) | * Improved [[mood]] (+10) | ||
|- | |- | ||
| '''Anesthetic (wearing off)''' || 12+ hours from onset || | | '''Anesthetic (wearing off)''' || 12+ hours from onset || | ||
− | * Reduced [[pain]] ( | + | * Reduced [[pain]] (×95%) |
− | * Impaired [[ | + | * Impaired [[consciousness]] (90% max) |
− | * Impaired [[ | + | * Impaired [[moving]] (-5%) |
− | * Impaired [[ | + | * Impaired [[manipulation]] (-10%) |
− | * Vomiting ('' | + | * Vomiting (''MTB of 4 days'') |
− | * Confused wandering ('' | + | * Confused wandering (''MTB of 50 days'') |
|} | |} | ||
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==== Version history ==== | ==== Version history ==== | ||
− | |||
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards. | Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards. | ||
== Resurrection == | == Resurrection == | ||
− | |||
These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn. | These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn. | ||
Line 771: | Line 769: | ||
|- | |- | ||
| '''Resurrection sickness''' || | | '''Resurrection sickness''' || | ||
− | * Loss of [[ | + | * Loss of [[moving]] (max. 10%) |
− | * Loss of [[ | + | * Loss of [[manipulation]] (max. 10%) |
|} | |} | ||
Treatment: | Treatment: | ||
− | *Wears off anywhere from {{ticks|90000}} to {{ticks|150000}} | + | * Wears off anywhere from {{ticks|90000}} to {{ticks|150000}} |
Probability: | Probability: | ||
− | *100% chance of being applied | + | * 100% chance of being applied |
=== Blindness === | === Blindness === | ||
− | |||
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness. | Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness. | ||
Line 799: | Line 796: | ||
Probability: | Probability: | ||
− | *2% chance when used at 0.1 days or less of decay | + | * 2% chance when used at 0.1 days or less of decay |
− | *Linearly increases to 80% after 5 days decayed | + | * Linearly increases to 80% after 5 days decayed |
=== Resurrection psychosis === | === Resurrection psychosis === | ||
− | |||
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death. | Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death. | ||
− | The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. | + | The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease. |
{| class="wikitable" | {| class="wikitable" | ||
Line 812: | Line 808: | ||
! Stage !! Begins at !! Symptoms | ! Stage !! Begins at !! Symptoms | ||
|- | |- | ||
− | | '''Resurrection psychosis (hidden)''' || | + | | '''Resurrection psychosis (hidden)''' || ≥0% severity || |
* No visible symptoms, doesn't show up in health tab | * No visible symptoms, doesn't show up in health tab | ||
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible. | * Can still be cured with [[healer mech serum]] at this stage even if it is not visible. | ||
|- | |- | ||
− | | '''Resurrection psychosis (early)''' || | + | | '''Resurrection psychosis (early)''' || ≥10% severity || |
− | * Frequent mental breaks ('' | + | * Frequent mental breaks (''MTB of 9 days'') |
|- | |- | ||
− | | '''Resurrection psychosis (moderate)''' || | + | | '''Resurrection psychosis (moderate)''' || ≥25% severity || |
* [[Consciousness]] -10% | * [[Consciousness]] -10% | ||
− | * Frequent mental breaks ('' | + | * Frequent mental breaks (''MTB of 6 days'') |
|- | |- | ||
− | | '''Resurrection psychosis (advanced)''' || | + | | '''Resurrection psychosis (advanced)''' || ≥40% severity || |
* [[Consciousness]] -20% | * [[Consciousness]] -20% | ||
− | * Frequent mental breaks ('' | + | * Frequent mental breaks (''MTB of 3 days'') |
|- | |- | ||
− | | '''Resurrection psychosis (severe)''' || | + | | '''Resurrection psychosis (severe)''' || ≥55% severity || |
* [[Consciousness]] -30% | * [[Consciousness]] -30% | ||
− | * Extremely frequent mental breaks ('' | + | * Extremely frequent mental breaks (''MTB of 0.5 days'') |
|- | |- | ||
− | | '''Resurrection psychosis (total)''' || | + | | '''Resurrection psychosis (total)''' || ≥70% severity || |
* [[Consciousness]] -40% | * [[Consciousness]] -40% | ||
− | * Extremely frequent mental breaks ('' | + | * Extremely frequent mental breaks (''MTB of 0.25 days'') |
|- | |- | ||
− | | '''Resurrection psychosis (catatonic)''' || | + | | '''Resurrection psychosis (catatonic)''' || ≥85% severity || |
− | * Pawn becomes unconscious ([[Consciousness]] max 10%) | + | * Pawn becomes unconscious ([[Consciousness]] max. 10%) |
|- | |- | ||
| '''Resurrection psychosis (catatonic)''' || 100% severity || | | '''Resurrection psychosis (catatonic)''' || 100% severity || | ||
Line 842: | Line 838: | ||
|} | |} | ||
− | + | Treatments: | |
− | *Healer | + | * Healer mech serum |
− | *Allowing the pawn to die again, then resurrecting once more (rerolls the disease) | + | * Allowing the pawn to die again, then resurrecting once more (rerolls the disease) |
Probability of contracting: | Probability of contracting: | ||
− | *2% chance when used at 0.1 days or less of decay | + | * 2% chance when used at 0.1 days or less of decay |
− | *Linearly increases to 80% after 5 days decayed | + | * Linearly increases to 80% after 5 days decayed |
− | |||
− | |||
− | |||
− | + | == Heart attack == | |
+ | Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur. | ||
− | 0-50% of | + | The average interval between heart attacks is curved as follows (in days): |
− | 50-60% of | + | * 0-50% of life expectancy: 99,999,999 - 99,999,999 |
− | 60-100% of | + | * 50-60% of life expectancy: 99,999,999 - 2,500 |
+ | * 60-100% of life expectancy: 2,500 - 300 | ||
− | Examples of intervals and chances: | + | Examples of intervals and chances: |
− | 55% of | + | * 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day) |
− | 80% of | + | * 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day) |
− | ===Stages=== | + | === Stages === |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 869: | Line 864: | ||
|- | |- | ||
|'''Painful''' || 0% Severity || | |'''Painful''' || 0% Severity || | ||
− | * [[Consciousness]] | + | * [[Consciousness]] ×50% |
* [[Pain]] +40% | * [[Pain]] +40% | ||
|- | |- | ||
|'''Debilitating''' || 60% Severity || | |'''Debilitating''' || 60% Severity || | ||
− | * [[Consciousness]] max 10% (Unconciousness) | + | * [[Consciousness]] max. 10% (Unconciousness) |
* [[Pain]] +60% | * [[Pain]] +60% | ||
|- | |- | ||
|'''Fatal''' || 100% Severity || | |'''Fatal''' || 100% Severity || | ||
− | *Death | + | * Death |
|} | |} | ||
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== Version history == | == Version history == | ||
− | * [[Version/0.7.581|0.7.581]] Added with | + | * [[Version/0.7.581|0.7.581]] Added with cataracts and bad back |
− | * [[Version/0.8.657|0.8.657]] - Hypothermia, frostbite, heatstroke, | + | * [[Version/0.8.657|0.8.657]] - Hypothermia, frostbite, heatstroke, and burns from being in extreme temperatures areas added |
− | * [[Version/0.9.722|0.9.722]] - Food | + | * [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting. |
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen. | * [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen. | ||
− | * [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added | + | * [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added. |
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added. | * [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added. | ||
+ | |||
[[Category:Health]] | [[Category:Health]] |
Revision as of 21:36, 7 September 2021
|
This article is suggested to be rewritten. Reason: Cleanup and standardization needed - treatment and stages sections for each required. See Template:Heal Option Table. You can help the RimWorld Wiki by improving it. |
Ailments are health conditions that cannot be treated completely using medicine alone. For physical damage, see injury. For treatable conditions, see disease.
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.
Most permanent ailments are curable with body part replacements or usage of the healer mech serum.
Chronic
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.
Alzheimer's
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.
Stage | Begins at | Symptoms |
---|---|---|
Alzheimer's (minor) | ≥0% severity |
|
Alzheimer's (minor) | ≥20% severity |
|
Alzheimer's (major) | ≥50% severity |
|
Alzheimer's (major) | ≥80% severity |
|
A human pawn can first get Alzheimer's at age 34.
Alzheimers chance |
---|
Asthma
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).
Stage | Begins at | Symptoms |
---|---|---|
Asthma (minor) | ≥ 0% severity | -10% part efficiency |
Asthma (major) | ≥ 30% severity | -30% part efficiency |
Asthma (major) | ≥ 45% severity | -50% part efficiency |
Treatment:
- The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.
- Asthma can be cured by replacing the lung with a non-diseased one.
A human pawn can first get asthma at any age.
Asthma chance |
---|
Bad back
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
Ailment | Symptoms |
---|---|
Bad back |
|
A bad back can be cured by installing a bionic spine
A human pawn can first get a bad back at age 41.
Bad back chance |
---|
Cataract
Milky-looking opacity in the eye. Cataracts impair vision.
Ailment | Symptoms |
---|---|
Cataract | -50% part efficiency in the affected eye. This results in 50% sight if both eyes are affected. |
Cataracts can be cured by replacing the affected eye with a bionic or archotech eye.
A human pawn can first get a cataract at age 49.
Cataract chance |
---|
Carcinoma
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.
A cancer has 3 stages; growing, stable and remission.
- When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.
- When stable, it neither grows nor regresses on its own.
- When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.
Stage | Begins at | Symptoms |
---|---|---|
Carcinoma (minor) | ≥0% severity |
|
Carcinoma (minor) | ≥15% severity |
|
Carcinoma (major) | ≥40% severity |
|
Carcinoma (major) | ≥60% severity |
|
Carcinoma (extreme) | ≥80% severity |
|
Carcinoma (extreme) | 100% severity |
|
Treatment:
- Treated every 240,000 ticks (66.67 mins)
- Surgical removal; this needs 4 medicine (regular or above) and a doctor of medicine skill 10 or above, and has only 70% base chance to succeed
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources including toxic buildup and nuclear stomachs can happen at any age.
Carcinoma chance |
---|
Dementia
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.
Ailment | Symptoms |
---|---|
Dementia |
|
A human pawn can first get dementia from aging at age 69. Dementia from other sources including toxic buildup can happen at any age.
Dementia chance |
---|
Frail
Generalized loss of muscle and bone density. Note that frail can stack with bad back.
Ailment | Symptoms |
---|---|
Frail |
|
Can only be cured with luciferium, a healer mech serum, or with the use of biosculpter pod's bioregeneration cycle.
A human pawn can first get frail at age 51.
Frail chance |
---|
Artery blockage
A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. Artery blockages can be treated by replacing the heart with a natural, prosthetic or bionic replacement, with a healer mech serum, with luciferium, or with the use of biosculpter pod's bioregeneration cycle.
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.
Artery blockages can be treated by replacing the heart.
Stage | Begins at | Symptoms |
---|---|---|
Artery blockage (minor) | ≥0% severity |
|
Artery blockage (minor) | ≥20% severity |
|
Artery blockage (major) | ≥40% severity |
|
Artery blockage (major) | ≥60% severity |
|
Artery blockage (extreme) | ≥90% severity |
|
Artery blockage (extreme) | 100% severity |
|
A human pawn can first get an artery blockage at age 21.
Artery blockage chance |
---|
Hearing loss
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
Ailment | Symptoms |
---|---|
Hearing loss |
|
Can be partially mitigated with one or two cochlear implants Can be completely mitigated with a single bionic ear, even if the other ear remains affected
A human pawn can first get hearing loss at age 49.
Hearing loss chance |
---|
Acute
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).
Malnutrition
When a pawn's food meter reaches 0%, they will begin to suffer from malnutrition, shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.
Stage | Begins at | Symptoms |
---|---|---|
Malnutrition (trivial) | 0.0 days since hunger hit zero |
|
Malnutrition (minor) | 1.2 days since hunger hit zero |
|
Malnutrition (moderate) | 2.4 days since hunger hit zero |
|
Malnutrition (severe) | 3.5 days since hunger hit zero |
|
Malnutrition (extreme) | 4.7 days since hunger hit zero |
|
Malnutrition (extreme) | 5.9 days since hunger hit zero |
|
Blood loss
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
Blood loss occurs when a pawn has untreated bleeding wounds. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.
Stage | Begins at | Symptoms |
---|---|---|
Blood loss (minor) | ≥15% blood loss |
|
Blood loss (moderate) | ≥30% blood loss |
|
Blood loss (severe) | ≥45% blood loss |
|
Blood loss (extreme) | ≥60% blood loss |
|
Blood loss (extreme) | 100% blood loss |
|
Heatstroke
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their maximum comfortable temperature.
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated.
The exact way the rate of severity gain is calculated is currently unknown to this wiki.
Stage | Begins at | Symptoms |
---|---|---|
Heatstroke (initial) | >0.04 Severity |
|
Heatstroke (minor) | >0.20 Severity |
|
Heatstroke (serious) | >0.35 Severity |
|
Heatstroke (extreme) | >0.62 Severity |
|
Heatstroke (100%) | =1.00 Severity |
|
Hypothermia
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their minimum comfortable temperature.
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated.
The exact way the rate of severity gain is calculated is currently unknown to this wiki.
Stage | Begins at | Symptoms |
---|---|---|
Hypothermia (shivering) | >0.04 Severity |
|
Hypothermia (minor) | >0.20 Severity |
|
Hypothermia (serious) | >0.35 Severity |
|
Hypothermia (extreme) | >0.62 Severity |
|
Hypothermia (100%) | =1.00 Severity |
|
Hypothermic slowdown (insectoid)
A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.
Insectoids avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no frostbite.
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.
Stage | Begins at | Symptoms |
---|---|---|
Hypothermia (minor) | >0.04 Severity |
|
Hypothermia (moderate) | >0.20 Severity |
|
Hypothermia (serious) | >0.35 Severity |
|
Hypothermia (extreme) | >0.62 Severity |
|
Drug damage
These ailments are caused by excess drug use.
Cirrhosis
A degenerative liver disease caused by excessive alcohol consumption. An otherwise healthy pawn with cirrhosis will have an immunity gain speed of 70%, making them extremely vulnerable to disease.
Ailment | Symptoms |
---|---|
Cirrhosis |
Chemical damage
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.
Ailment | Symptoms |
---|---|
Chemical damage (moderate) |
|
Chemical damage (severe) |
|
Treatment:
- Kidney chemical damage can be cured by replacing with a non-damaged kidney
General
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).
Cryptosleep sickness
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists in the "Crashlanded" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.
Ailment | Symptoms |
---|---|
Cryptosleep sickness |
|
Treatment:
- Wears off after 10,000 ticks (2.78 mins)
Food poisoning
Occurs after having eaten a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the cook's skill and the cleanliness of the room where it was prepared.
Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.
Stage | Begins at | Symptoms |
---|---|---|
Food poisoning (minor) | 0–4 hours from onset |
|
Food poisoning (major) | 4–20 hours from onset |
|
Food poisoning (recovering) | 20–24 hours from onset |
|
Toxic buildup
Primarily 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 which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity.
Buildup is proportional to the toxic sensitivity stat - thus, humans buildup at the full rate, animals at half, and insects and mechanoids are immune.
Alternatively, some attacks also cause toxic buildup, such as cobra bites, the venom talon or venom fangs .
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.
Stage | Begins at | Symptoms |
---|---|---|
Toxic buildup (initial) | ≥4% severity |
|
Toxic buildup (minor) | ≥20% severity |
|
Toxic buildup (moderate) | ≥40% severity |
|
Toxic buildup (serious) | ≥60% severity |
|
Toxic buildup (extreme) | ≥80% severity |
|
Toxic buildup (extreme) | 100% severity |
|
Brain shock
"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by eMP pulses." - In-game description
Occurs when an EMP effect hits a pawn with the following brain implants:
It lasts between 2,500 ticks (41.67 secs) and 3,500 ticks (58.33 secs).
Despite only occuring with implants from the Royalty DLC, it is defined in the core code.
Stage | Symptoms |
---|---|
Brain shock |
|
Psychic shock
A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.
— In-game description
Occurs when a pawn is hit by the effect of a psychic shock lance or when exceeding a pawn's neural heat limits when psycasting .
It lasts 7,500 ticks (2.08 mins).
Stage | Symptoms |
---|---|
Psychic shock |
|
Biosculpting sickness
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking." - In-game description
Occurs when a pawn is ejected from a biosculpter pod after 24 hours without power.
It lasts between 8,000 ticks (2.22 mins) and 12,000 ticks (3.33 mins)
Stage | Symptoms |
---|---|
Biosculpting sickness |
|
Surgical
These ailments happen with medical operations.
Anesthetic
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.
Stage | Begins at | Symptoms |
---|---|---|
Anesthetic (sedated) | 0–6 hours from onset |
|
Anesthetic (woozy) | 6–12 hours from onset |
|
Anesthetic (wearing off) | 12+ hours from onset |
|
Treatment:
- Wears off on its own between 45,000 ticks (12.5 mins) to 75,000 ticks (20.83 mins) even if severity has not reached 0%
- Surgery is unaffected even if it wears off before finished
Version history
Prior to 1.1 it lasted only 15,000 ticks (4.17 mins) and did not have any other stages afterwards.
Resurrection
These may occur after a dose of resurrector mech serum is applied on a dead pawn.
Resurrection sickness
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.
Ailment | Symptoms |
---|---|
Resurrection sickness |
|
Treatment:
Probability:
- 100% chance of being applied
Blindness
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.
Blindness from resurrector mech serum applies to both eyes, resulting in total blindness
Ailment | Symptoms |
---|---|
Blindness |
|
Treatment:
- Replace eyes with bionic eyes or archotech eyes
Probability:
- 2% chance when used at 0.1 days or less of decay
- Linearly increases to 80% after 5 days decayed
Resurrection psychosis
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a healer mech serum, the only treatment for the disease.
Stage | Begins at | Symptoms |
---|---|---|
Resurrection psychosis (hidden) | ≥0% severity |
|
Resurrection psychosis (early) | ≥10% severity |
|
Resurrection psychosis (moderate) | ≥25% severity |
|
Resurrection psychosis (advanced) | ≥40% severity |
|
Resurrection psychosis (severe) | ≥55% severity |
|
Resurrection psychosis (total) | ≥70% severity |
|
Resurrection psychosis (catatonic) | ≥85% severity |
|
Resurrection psychosis (catatonic) | 100% severity |
|
Treatments:
- Healer mech serum
- Allowing the pawn to die again, then resurrecting once more (rerolls the disease)
Probability of contracting:
- 2% chance when used at 0.1 days or less of decay
- Linearly increases to 80% after 5 days decayed
Heart attack
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the birthday event. There must be more than 2 colonists on your colony for this to occur.
The average interval between heart attacks is curved as follows (in days):
- 0-50% of life expectancy: 99,999,999 - 99,999,999
- 50-60% of life expectancy: 99,999,999 - 2,500
- 60-100% of life expectancy: 2,500 - 300
Examples of intervals and chances:
- 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)
- 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)
Stages
Stage | Begins at | Symptoms |
---|---|---|
Painful | 0% Severity |
|
Debilitating | 60% Severity |
|
Fatal | 100% Severity |
|
Progression
Heart attacks always start at 40% severity. Every 5,000 ticks (1.39 mins) the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.
Treatment
Like injuries, medicine can be used to treat a heart attack.
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack.
The maximum chance a particular treatment can succeed is 65%.
Version history
- 0.7.581 Added with cataracts and bad back
- 0.8.657 - Hypothermia, frostbite, heatstroke, and burns from being in extreme temperatures areas added
- 0.9.722 - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.
- 0.10.785 - Starvation and blood loss are now staged and affect consciousness as they worsen.
- 0.12.906 - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.
- 0.13.1135 - Carcinoma, asthma, and hearing loss added.