Talk:Injury

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Jimyoda (talkcontribs)

The page Injury is about the damage sustained by pawns. Hypothermia doesn't seem to belong on this page because it is a condition, not an actual injury, although it can lead to injury in the form of frostbite. Frostbite is listed here: Health Difficulties. Hypothermia has already been covered here: Ailments#Hypothermia.

AnnanFay (talkcontribs)

That's a good point. I completely missed that it was already here. Not sure why the old links were pointing towards Injury.

Punches don't cause eye injury?

5
Summary by GarbageDay

No blunt type damage effects eyes.

GarbageDay (talkcontribs)

Modder here: Just sunk some hours into fiddling with body coverage percents, wondering why my alien's eyes weren't being hit while i had them punched to death by humans.


I finally used a knife and instantly caused eye injuries.


I do believe Ludeon disallowed punch injuries to eyes. Need someone else to test to confirm and then update the wiki.

Harakoni (talkcontribs)

Damage types have specific behaviours in what they can and cant' target and how damage propagates. Iirc Blunt damage can't damage internal body parts directly, that sounds like a likely cause.

Are you using an existing body definition for your alien or did you make your own?

GarbageDay (talkcontribs)

It's a custom body def but only the coverages are changed, bodyparts are all defaults.

Internal/External was a thing i considered but discarded (thats usually on stuff like flames/AOE damage) but you did get me to check the eye organ def and it turns out the hitChance for *all* blunt is just completely turned off on eyes. Newer change i guess?

I suppose they had too many mental breaks poking out eyes and had to fix it. Not a great way to have done it though.

 <BodyPartDef>
   <defName>Eye</defName>
   <label>eye</label>
    [...]
 
   <hitChanceFactors>
     <...>
       <key>Blunt</key>
       <value>0</value>
     <...>
   </hitChanceFactors>
 </BodyPartDef>

Edit: thanks for the same day response

Harakoni (talkcontribs)

Oh interesting, I'll see what other exceptions there are and add them to Damage types and the body part tables.

And no worries, I hope I was at least somewhat helpful.

Harakoni (talkcontribs)

Oh weird. Eyes are apparently the only thing with a specific damage type immunity. Added to Damage Types#Blunt and to Template: Animal Health Table.

IF thats the end of this topic, you can mark it resolved with the "..." in the top right hand corner.

Healing per injury, per pawn, or per part?

1
YokoZar (talkcontribs)

The current article text implies that "20 points of damage" across various parts gets healed at 20 / healing rate ticks. Is that actually true?

My naiive understanding was that 2 separate injuries to 2 separate parts would both heal at the same rate as a different pawn with one injury to one part, and thus they'd effectively recover twice as quickly than what the text implies. I'm unsure, but suspect, that this may even be true for multiple injuries to the same part, that is a pawn with one deep cut will heal much more slowly than a pawn with many superficial ones.

Reply to "Healing per injury, per pawn, or per part?"
PapaToph (talkcontribs)

Can anyone post the source of the pawn recovery stats referenced here, i.e. default 8, +4 in sleeping spot, etc.? Trying to mod pawn heal rates and cannot find source code controlling this.

Jimyoda (talkcontribs)

You might try asking the editor who added that info... FixSomeBugs' Talk page and/or ask in Mods > Help on the official forum.

Harakoni (talkcontribs)

Unfortunately FixSomeBugs has not been active since May, you should try but they're unlikely to get back to you. Asking for help on the Official Forum is a good idea also. In the mean time, a quick investigation of the defs indicates that beds have a <bed_healPerDay> defined as 4 for bedrolls and beds, and 10 for hospital beds, and not defined (presumably defaults to 0) for sleeping spots. Assuming what FSB added is correct, its likely the other +4 comes from just sleeping/resting. If you have the source code decompiled, I'd start looking for references to that.

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