Injury

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Revision as of 03:12, 7 October 2014 by Zesty (talk | contribs) (Moved damage type table to separate page so it's easier to maintain)
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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 - Content from Rimworld core game only
Crush crush Melee Weapon Blunt 40% - 100% {0} has been crushed to death. Crush / Cut / Crack / - true true - Content from Rimworld core game only
Blunt blunt Melee Weapon Blunt 40% - 100% {0} has been beaten to death. Crush / Bruise / Crack / - true false - Content from Rimworld core game only
Poke blunt Melee Weapon Blunt 40% - 100% {0} has been beaten to death. Crush / Bruise / Crack / - true false - Content from Rimworld core game only
Demolish blunt Melee Weapon Blunt 40% - 100% {0} has been beaten to death. Crush / Bruise / Crack / - true false - Content from Rimworld core game only
Stab stab Melee Weapon Sharp 40% - 100% {0} has been stabbed to death. Stab / - / Crack / - true false - Content from Rimworld core game only
RangedStab stab Ranged Weapon Sharp 40% - 100% {0} has been stabbed to death. Stab / - / Crack / - true false - Content from Rimworld core game only
Bullet bullet Ranged Weapon Sharp 0% - 70% {0} has been shot to death. Gunshot / - / - / - true true - Content from Rimworld core game only
Arrow arrow Ranged Weapon Sharp 0% - 70% {0} has been shot to death by an arrow. Cut / - / Crack / - true true - Content from Rimworld core game only
ArrowHighVelocity arrow Ranged Weapon Sharp 0% - 70% {0} has been shot to death by an arrow. Stab / - / - / - true true - Content from Rimworld core game only
Scratch scratch Melee Weapon Sharp 0% - 70% {0} has been torn to death. Scratch / - / Crack / - true false - Content from Rimworld core game only
ScratchToxic toxic scratch Melee Weapon Sharp 0% - 70% {0} has been torn to death. Scratch / - / Crack / Toxic buildup true false - Content from Rimworld core game only
Bite bite Melee Weapon Sharp 0% - 10% {0} has been bitten to death. Bite / - / Crack / - true false - Content from Rimworld core game only
BiteToxic toxic bite Melee Weapon Sharp 0% - 10% {0} has been bitten to death. Bite / - / Crack / Toxic buildup true false - Content from Rimworld core game only
Bomb bomb Misc Sharp ? {0} has died in an explosion. Shredded / - / Crack / - true true - Content from Rimworld core game only
BombSuper bomb Misc Sharp ? {0} has died in an explosion. Shredded / - / Crack / - true true - Content from Rimworld core game only
Flame flame Environmental Heat ? {0} has burned to death. Burn / - / - / - false[4] false - Content from Rimworld core game only
Burn burn Environmental Heat ? {0} has burned to death. Burn / - / - / - false[4] false - Content from Rimworld core game only
Thump thump Misc Sharp ? {0} has been shot to death. Crush / - / Crack / - true true - Content from Rimworld core game only
TornadoScratch scratch Environmental Sharp 0% - 70% {0} has been killed by a tornado. Scratch / - / Crack / - true false - Content from Rimworld core game only
Frostbite frostbite Environmental - ? {0} has succumbed to frostbite. Frostbite / - / - / - true false - Content from Rimworld core game only
Surgical cut surgical cut Medical - ? {0} has died during surgery. - / - / - / - false[5] false - Content from Rimworld core game only
Execution cut execution cut Medical - - {0} has been executed by cutting. Cut / - / - / - false false - Content from Rimworld core game only
EMP [6] - Stun - - {0} has been EMPed to death. - / - / - / - true true 0.25 s [7] [8] Content from Rimworld core game only
Stun [6] - Stun - - {0} has been stunned to death. - / - / - / - false true 0.33 s [7] Content from Rimworld core game only
Smoke [6] smoke Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Deterioration - Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Rotting - Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Mining - Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Extinguish [6] - Misc - - - Covered in firefoam / - / - / - - ? - Content from Rimworld core game only
AcidBurn acid burn Misc Sharp - {0} has burned to death. Acid burn / - / - / - - ? - Content from Rimworld core game only
Decayed decayed organ Misc - - {0} died from metabolic disruptions caused by organ decay. - / - / - / - - ? - Content from Rimworld core game only
Vaporize vaporize Misc Heat - {0} has been vaporized by extreme heat. Burn / - / - / - true ? - Content from Rimworld core game only
MechBandShockwave mech-band shockwave Stun - - {0} has been shocked to death. - / - / - / - - ? 1,200 ticks (20 secs) Content added by the Biotech DLC
ToxGas tox gas Misc - - - - / - / - / - - ? - Content added by the Biotech DLC
Beam beam Misc Heat 0% - 70% {0} has been beamed to death. - / - / - / - true ? - Content added by the Biotech DLC
BulletToxic toxic bullet Ranged Weapon Sharp 0% - 70% {0} has been shot to death. Gunshot / - / - / Toxic buildup true ? - Content added by the Biotech DLC
ElectricalBurn electrical burn Environmental Heat - {0} has died from electrical burns. Electrical burn / - / - / - - ? - Content added by the Anomaly DLC
Digested digestion Misc - - {0} died from being digested. - / - / - / - - ? - Content added by the Anomaly DLC
EnergyBolt energy bolt Misc Sharp 0% - 70% {0} has been killed by an energy bolt. Energy bolt / - / - / - true ? - Content added by the Anomaly DLC
Nerve nerve Misc Sharp 0% - 70% {0} has been killed by nerve shock. Cut / - / Crack / - true ? - Content added by the Anomaly DLC
NerveStun nerve stun Misc - - - - / - / - / - - ? 240 ticks (4 secs) Content added by the Anomaly DLC
Psychic psychic Misc - - {0} has been killed by a psychic attack. Psychic burn / Psychic burn (skin) / Psychic burn (solid) / - - ? - Content added by the Anomaly DLC
DeadlifeDust deadlife dust Misc - - - - / - / - / - - ? - Content added by the Anomaly DLC
NociosphereVaporize vaporize Misc Heat - {0} has been vaporized by extreme heat. Burn / - / - / - true ? - Content added by the Anomaly DLC
  1. See Overkill prevention
  2. {0} represents a pawn's name.
  3. Surgery doesn't hurt your outside bits, but getting shot and stuff will.
  4. 4.0 4.1 Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  5. Able to remove organs without harming outer body parts.
  6. 6.0 6.1 6.2 6.3 Does not deal physical damage so does not show up on body parts.
  7. 7.0 7.1 Per point of damage.
  8. 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 Content added by the Royalty DLC 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 preceptContent added by the Ideology DLC 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 humans
  • pain = 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:IdealizedContent added by the Ideology DLC)
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

Factors

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.

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.



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)