Health
Characters, like colonists, raiders, etc, can become injured (via the environment or fighting). Each injury affects a different part of the colonists' well being, and can be found under a character's Health tab.
Health Systems
- Main article: Characters
Characters of Rimworld can have the following health 'systems'.
System Name | Biological Body Parts | Mechanical Body Parts | Biological Pawns Have? | Mechanical Pawns Have? | Fatal if all Capacity Lost?[1] |
---|---|---|---|---|---|
Pain | - | - | Yes | No | No |
Consciousness | Brain | - | Yes | No | Yes |
Data Processing | - | Artificial Brain | No | Yes | Yes |
Sight | Eye | Sight Sensor | Yes | Yes | No |
Hearing | Ear | Hearing Sensor | Yes | Yes | No |
Moving | Leg, Foot | Leg, Foot[2] | Yes | Yes | No[3] |
Manipulation | Arm, Hand | Arm, Hand[4] | Yes | Yes | No |
Talking | Jaw, Neck | - | Yes | No | No |
Communication | - | Neck[5] | No | Yes | No |
Breathing | Lungs | - | Yes | No | Yes |
Blood Filtration | Kidneys | - | Yes | No | Yes |
Blood Pumping | Heart | - | Yes | No | Yes |
Metabolism | Liver | - | Yes | No | Yes |
- ↑ Refers to whether or not the pawn will die if a system's capacity becomes 'None'
- ↑ Centipedes body rings are used for movement instead, since they don't have legs.
- ↑ In the current alpha, while it doesn't kill you, it pretty much makes that pawn completely unable to care for themselves. Considered 'lethal' by much of the community do to this.
- ↑ Again, Centipedes body rings are used for work instead, since they don't have arms.
- ↑ Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated (they sound pretty cute).
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%
Treatment
For most injuries, you can treat colonists with or without medkits (with typically better results if you do use one), and also have them lay in hospital beds to further improve the chance of them being treated properly.
Improper Treatment
Treating an an injury poorly may result in scarring or reduced healing rate.
Operations
Under the Health tab, you can assign an operation to a colonist.
Transplants
For missing internal organs, either a donor organ can be used or an artificial one.
Limb Replacement
From peg legs to bionic arms, you could either replace a colonists' missing limbs, augment them, or cruelly punish your enemies with peg legs out of spite.