Breathing
Breathing is a pawn capacity: The ability of a character to breathe. Affects consciousness and movement. Breathing is impaired by damaged lungs and neck. A character missing a lung has breathing reduced by 50% but can still survive. Without lungs, all breathing ceases and the organism will die. Lungs can be harvested and transplanted from other humans.
Breathing bears a small weight in the consciousness and movement capacities, hence why asthmatics will be slightly slower than healthy colonists.
It is lethal for humans and animals for breathing to be reduced to zero.
At the time of writing, the maximum possible breathing capacity is 120% with a healthy pawn high on luciferium and with two detoxifier lungs installed.
Affected stats[edit]
Name | Type | Weight | Max | Description |
---|---|---|---|---|
Consciousness | Capacity | 0.2 | 1 | The state or quality of awareness. A pawn loses consciousness when this falls below 30%, and dies when this reaches 0%. |
Moving | Capacity | 0.2 | - | How well a character can move around. Directly affected by consciousness. |
Rest Rate Multiplier | Stat | 0.3 | - | A multiplier on how quickly a creature rests while sleeping. |
Base factors[edit]
The following factors affect breathing:
- Lung part efficiency. 50% importance per lung, no allowed defect. No Max (effectively 110%).
- Detoxifier lung: 110% part efficiency resulting in +5% breathing per lung replaced.
- Neck part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
- Ribcage part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
- Sternum part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).
Offsets[edit]
The following offsets affect breathing. They are applied after the base factors.
- Luciferium high: +10%
- Infection extreme (advanced): −5%
- Flu
- Minor: −10%
- Major: −15%
- Extreme: −20%
- Plague extreme (advanced): −15%
- Tox gas:
- Mild: −15%
- Moderate: −30%
- Severe: −60%
- Infant illness:
- Extreme: −5%