Injury

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Revision as of 23:49, 18 July 2015 by Jimyoda (talk | contribs) (Added details to Old Age section.)
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Humanoids, animals, and mechanoids sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and fire. Colonists, visitors, and prisoners can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by medicine.





Health Difficulties

Main article: Health Difficulties

These are the general types of injuries that can be inflicted on a colonist. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.

Name Pain[1] Scar pain[2] Old Label Combines?[3] Bleeding Infection Chance [4] Become Old Chance Naturally Heals Destroyed[5] Destroyed Out[6] Treated Inner Treated Solid Treated
Beam Burn 1.25 0.625 Old beam wound No 6% 30% ?% Yes Burned off Burned out Bandaged Sutured Set
Burn 1.875 0.625 Burn scar Yes 0% 30% 1% Yes Burned off Burned out Bandaged Sutured Set
Chemical Burn[7] 1.875 0.625 Burn scar Yes 0% 30% 1% Yes Burned off (chemical) Burned out (chemical) Bandaged Tended Tended
Crush 1.25 0.625 Scar Yes 1% 15% 1% Yes Crushed Crushed Bandaged Sutured Set
Crack 1.0 0.625 Scar ?[8] 0% 0% 0% Yes Shattered Shattered Set Set Set
Cut 1.25 0.625 Cut scar Yes 6% 15% 1% Yes Cut off Cut out Bandaged Sutured Set
Surgical Cut 1.25 0.625 Cut scar Yes 6% 15% 1% Yes Cut off Cut out Bandaged Sutured Set
Scratch 1.25 0.625 Scratch scar No 6% 15% 1% Yes Torn off Torn out Bandaged Sutured Set
Bite 1.25 0.625 Bite scar No 6% 30% 1% Yes Bitten off Bitten out Bandaged Sutured Set
Stab 1.25 0.625 Stab scar No 6% 15% 1% Yes Cut off Cut out Bandaged Sutured Set
Gunshot 1.25 0.625 Old gunshot No 6% 15% 1% Yes Shot off Shot out Bandaged Sutured Set
Shredded 1.25 0.625 Scar Yes 6% 20% 1% Yes Torn off Torn out Bandaged Sutured Set
Bruise 1.25 0.625 Old bruise No 0% 0% 0% Yes Destroyed Destroyed Bandaged Sutured Set
Frostbite 1.25 0.625 Frostbite scar Yes 0% 25% 1% Yes Lost to frostbite N/A [9] Bandaged Sutured Set
Missing Body Part[10] - - - - 12% - - - Gone Gone - - -
Misc[11] 1.25 0.0 Scar No 6% ? [12] 1% Yes Destroyed Destroyed Bandaged Sutured Set
  1. Pain per point of damage. See pain for how it works. Injuries to artificial parts do not cause any pain.
  2. Pain per point of damage from scars. See pain for how it works.
  3. Whether or not this injury stacks to become something like 'Burn ×2'
  4. Base chance of getting infected if left untreated.
  5. Prefix for external injuries that result in body part loss (e.g. Shot off left arm).
  6. Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).
  7. Used when a pawn with Death acidifier hediff is killed.
  8. Not defined in the files whether or not it combines.
  9. Internal organs cannot be affected by frostbite.
  10. Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.
  11. Default/debug damage type. Doesn't occur in the normal game.
  12. Undefined.


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.

Shock

Caused by extreme pain, it incapacitates the affected target. There are no other causes of shock besides pain currently.

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 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.


Old Age

Strictly speaking, these aren't truly injuries but the result of old age taking its toll on a colonist's body.

  • Bad back
    • Movement: -30%
    • Manipulation: -10%
  • Cataracts
    • Sight: -35%
  • Dementia
    • Consciousness: -15%
    • Talking: -40%
    • Hearing: -40%
  • Frail
    • Movement: -30%
    • Manipulation: -30%

Generally these 'injuries' can be replaced by natural or bionic implants.