Injury
Injury
Each kind of injury has its own value of pain, its own description for its scar, and its own flavor text for being mended by medicine.
Damage Types
Damage is split into many different types, with different descriptors and death messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with health difficulties.
Name | Label | Category | Armor Category | Overkill Percent To Destroy Part[1] | Death Message[2] | Hediffs (General / Skin / Solid / Additional) | Harms Outer Layers[3] | Affects shields | Stun duration | Source |
---|---|---|---|---|---|---|---|---|---|---|
Cut | cut | Melee Weapon | Sharp | 0% - 10% | {0} has been cut to death. | Cut / - / Crack / - | true | false | - | |
Crush | crush | Melee Weapon | Blunt | 40% - 100% | {0} has been crushed to death. | Crush / Cut / Crack / - | true | true | - | |
Blunt | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush / Bruise / Crack / - | true | false | - | |
Poke | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush / Bruise / Crack / - | true | false | - | |
Demolish | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush / Bruise / Crack / - | true | false | - | |
Stab | stab | Melee Weapon | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab / - / Crack / - | true | false | - | |
RangedStab | stab | Ranged Weapon | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab / - / Crack / - | true | false | - | |
Bullet | bullet | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Gunshot / - / - / - | true | true | - | |
Arrow | arrow | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death by an arrow. | Cut / - / Crack / - | true | true | - | |
ArrowHighVelocity | arrow | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death by an arrow. | Stab / - / - / - | true | true | - | |
Scratch | scratch | Melee Weapon | Sharp | 0% - 70% | {0} has been torn to death. | Scratch / - / Crack / - | true | false | - | |
ScratchToxic | toxic scratch | Melee Weapon | Sharp | 0% - 70% | {0} has been torn to death. | Scratch / - / Crack / Toxic buildup | true | false | - | |
Bite | bite | Melee Weapon | Sharp | 0% - 10% | {0} has been bitten to death. | Bite / - / Crack / - | true | false | - | |
BiteToxic | toxic bite | Melee Weapon | Sharp | 0% - 10% | {0} has been bitten to death. | Bite / - / Crack / Toxic buildup | true | false | - | |
Bomb | bomb | Misc | Sharp | ? | {0} has died in an explosion. | Shredded / - / Crack / - | true | true | - | |
BombSuper | bomb | Misc | Sharp | ? | {0} has died in an explosion. | Shredded / - / Crack / - | true | true | - | |
Flame | flame | Environmental | Heat | ? | {0} has burned to death. | Burn / - / - / - | false[4] | false | - | |
Burn | burn | Environmental | Heat | ? | {0} has burned to death. | Burn / - / - / - | false[4] | false | - | |
Thump | thump | Misc | Sharp | ? | {0} has been shot to death. | Crush / - / Crack / - | true | true | - | |
TornadoScratch | scratch | Environmental | Sharp | 0% - 70% | {0} has been killed by a tornado. | Scratch / - / Crack / - | true | false | - | |
Frostbite | frostbite | Environmental | - | ? | {0} has succumbed to frostbite. | Frostbite / - / - / - | true | false | - | |
Surgical cut | surgical cut | Medical | - | ? | {0} has died during surgery. | - / - / - / - | false[5] | false | - | |
Execution cut | execution cut | Medical | - | - | {0} has been executed by cutting. | Cut / - / - / - | false | false | - | |
EMP [6] | - | Stun | - | - | {0} has been EMPed to death. | - / - / - / - | true | true | 0.25 s [7] [8] | |
Stun [6] | - | Stun | - | - | {0} has been stunned to death. | - / - / - / - | false | true | 0.33 s [7] | |
Smoke [6] | smoke | Misc | - | - | - | - / - / - / - | - | ? | - | |
Deterioration | - | Misc | - | - | - | - / - / - / - | - | ? | - | |
Rotting | - | Misc | - | - | - | - / - / - / - | - | ? | - | |
Mining | - | Misc | - | - | - | - / - / - / - | - | ? | - | |
Extinguish [6] | - | Misc | - | - | - | Covered in firefoam / - / - / - | - | ? | - | |
AcidBurn | acid burn | Misc | Sharp | - | {0} has burned to death. | Acid burn / - / - / - | - | ? | - | |
Decayed | decayed organ | Misc | - | - | {0} died from metabolic disruptions caused by organ decay. | - / - / - / - | - | ? | - | |
Vaporize | vaporize | Misc | Heat | - | {0} has been vaporized by extreme heat. | Burn / - / - / - | true | ? | - | |
MechBandShockwave | mech-band shockwave | Stun | - | - | {0} has been shocked to death. | - / - / - / - | - | ? | 1,200 ticks (20 secs) | |
ToxGas | tox gas | Misc | - | - | - | - / - / - / - | - | ? | - | |
Beam | beam | Misc | Heat | 0% - 70% | {0} has been beamed to death. | - / - / - / - | true | ? | - | |
BulletToxic | toxic bullet | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Gunshot / - / - / Toxic buildup | true | ? | - | |
ElectricalBurn | electrical burn | Environmental | Heat | - | {0} has died from electrical burns. | Electrical burn / - / - / - | - | ? | - | |
Digested | digestion | Misc | - | - | {0} died from being digested. | - / - / - / - | - | ? | - | |
EnergyBolt | energy bolt | Misc | Sharp | 0% - 70% | {0} has been killed by an energy bolt. | Energy bolt / - / - / - | true | ? | - | |
Nerve | nerve | Misc | Sharp | 0% - 70% | {0} has been killed by nerve shock. | Cut / - / Crack / - | true | ? | - | |
NerveStun | nerve stun | Misc | - | - | - | - / - / - / - | - | ? | 240 ticks (4 secs) | |
Psychic | psychic | Misc | - | - | {0} has been killed by a psychic attack. | Psychic burn / Psychic burn (skin) / Psychic burn (solid) / - | - | ? | - | |
DeadlifeDust | deadlife dust | Misc | - | - | - | - / - / - / - | - | ? | - | |
NociosphereVaporize | vaporize | Misc | Heat | - | {0} has been vaporized by extreme heat. | Burn / - / - / - | true | ? | - |
- ↑ See Overkill prevention
- ↑ {0} represents a pawn's name.
- ↑ Surgery doesn't hurt your outside bits, but getting shot and stuff will.
- ↑ 4.0 4.1 Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
- ↑ Able to remove organs without harming outer body parts.
- ↑ 6.0 6.1 6.2 6.3 Does not deal physical damage so does not show up on body parts.
- ↑ 7.0 7.1 Per point of damage.
- ↑ Only applies to mechanoids or turrets.
Feelin' the 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.
Graph |
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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%
Non-Local Injuries
Starvation
Occurs when a pawn is out of food, starting from 0%. Upon reaching 100%, the pawn will die.
Blood Loss
Occurs when a pawn has untreated wounds that cause bleeding, starting from 0%. Upon reaching 100%, the pawn will die due to losing too much blood.
Suffocation
Not sure when this occurs, but is listed in the files as a damage type. May occur in environments without oxygen, like underwater.
Shock
Caused by extreme pain, it incapacitates the affected target. There are no other causes of shock besides pain currently.
Concussion
Colonists falling from orbit often end up with one of these, knocking them out when they crash-land on the planet.
Pawns go into shock if their amount of pain is greater than or equal 0.800000011920929 (about 80%).
Scarring
Scars are permanent markers of injuries. They forever lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. Scars can be caused by poor quality Health#Treatment or just not treating wounds, though injuries have an inherently low chance to scar (as seen up . Scars will also cause a small amount of pain, despite being fully healed.
Sometimes colonist are generated with minor scars.
Colonists currently have no feelings towards scars. They don't really mind if they're completely covered in head-to-toe with them. Research concludes that colonists must be seriously hardcore to endure all the pain and not care.
Old Age
Strictly speaking, these aren't really injuries but the result of old age taking its toll on a colonist's body.
Some of the common 'injuires' include:
- Bad back
- Cataracts (causes a severe sight penalty)