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{{TOCright}}
 
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{{see also|Injury}}
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[[Characters]], like [[Colonist|colonists]], [[Raider|raiders]], etc, can become [[Injury|injured]] (via the environment or fighting).
  
[[Characters]], like [[colonist]]s, [[raider]]s, etc., can become [[Injury|injured]] (via the environment or fighting).  
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Each injury affects a different part of the colonists' well being, and can be found under a character's [[Health]] tab.
  
Each injury affects a different part of the colonists' well being, and can be found under a character's '''Health''' tab.
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Under the health tab there are two sub-tabs, one for a health overview and a second tab for scheduling any operations that a colonist requires.
  
Under the health tab there are two sub-tabs, one for a health "Overview" which includes medical treatment preference and food restriction (1.0 onwards), and a second tab for scheduling any "Operations" that a colonist requires.
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{{see also|Injury}}
  
 
==Health Systems==
 
==Health Systems==
{{main|Characters|Table of Human Body Parts}}
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{{main|Characters|Table of Human Body Parts}}<br/>
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Pawns have the following health systems.  
 
Pawns have the following health systems.  
  
<div style="float: left;">
 
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
 
! System Name !! Biological<BR>Body Parts !! Mechanical<BR>Body Parts !! Biological<BR>Pawns Have? !! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref>
 
! System Name !! Biological<BR>Body Parts !! Mechanical<BR>Body Parts !! Biological<BR>Pawns Have? !! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref>
 
|-
 
|-
![[Pain]]
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![[Pain|Pain]]
 
| - || | - || | Yes || | No || | No
 
| - || | - || | Yes || | No || | No
 
|-
 
|-
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|-
 
|-
 
![[#Communication|Communication]]
 
![[#Communication|Communication]]
| - || | Neck<ref>Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.</ref> || | No || | Yes || | No
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| - || | Neck<ref>Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated. </ref> || | No || | Yes || | No
 
|-
 
|-
 
![[#Breathing|Breathing]]
 
![[#Breathing|Breathing]]
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|-
 
|-
 
![[#Blood Filtration|Blood Filtration]]
 
![[#Blood Filtration|Blood Filtration]]
| Kidneys, Liver || | - || | Yes || | No || | Yes
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| Kidneys || | - || | Yes || | No || | Yes
|-
 
![[#Fluid Reprocessing|Fluid Reprocessing]]
 
| - || | Fluid Reprocessor || | No || | Yes || | Yes
 
 
|-
 
|-
 
![[#Blood Pumping|Blood Pumping]]
 
![[#Blood Pumping|Blood Pumping]]
 
| Heart || | - || | Yes || | No || | Yes
 
| Heart || | - || | Yes || | No || | Yes
|-
 
![[#Power Generation|Power Generation]]
 
| - || | Reactor || | No || | Yes || | Yes
 
 
|-
 
|-
 
![[#Metabolism|Metabolism]]
 
![[#Metabolism|Metabolism]]
| Stomach || | - || | Yes || | No || | Yes
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| Liver || | - || | Yes || | No || | Yes
 
|-
 
|-
 
|}
 
|}
 
<references/>
 
<references/>
</div>
 
<br style="clear:both" />
 
  
 
==== Sight ====
 
==== Sight ====
{{Main|Sight}}
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Sight is a capacity that contributes to stats including [[Shooting Accuracy|shooting accuracy]], [[Melee Hit Chance|melee hit chance]], and for colonists, nearly every work stat. Humans and animals have eyes, while [[Mechanoid Scyther|scythers]] and [[Mechanoid Centipede|centipedes]] have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a [[Bionic Eye|bionic eye]].
Sight is a capacity that contributes to stats including [[Shooting Accuracy|shooting accuracy]], [[Melee Hit Chance|melee hit chance]], and for colonists, nearly every work stat. Humans and animals have eyes, while [[scyther]]s and [[centipede]]s have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 50 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a [[bionic eye]].
 
  
 
==== Hearing ====
 
==== Hearing ====
{{Main|Hearing}}
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Hearing is a capacity that contributes to [[Trade Price Improvement|trade price improvement]]. Hearing is reduced by damaged, missing ears, or hearing loss.  Hearing can be improved past 100% with a [[bionic ear]], however no derived stat benefits from doing so.
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Hearing is a capacity that contributes to [[Trade Price Improvement|trade price improvement]]. Hearing is reduced by damaged, missing ears, [[Injury#Old_Age|dementia]] or aging (Birthday).
  
 
==== Moving ====
 
==== Moving ====
{{Main|Moving}}
 
 
Moving is a pawn's capacity to use their legs to move about. It's a major factor in a pawn's overall [[Move Speed|movement speed]]. Moving is reduced when a leg, femur, tibia, foot, toe or their spine is injured.
 
Moving is a pawn's capacity to use their legs to move about. It's a major factor in a pawn's overall [[Move Speed|movement speed]]. Moving is reduced when a leg, femur, tibia, foot, toe or their spine is injured.
  
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==== Manipulation ====
 
==== Manipulation ====
{{Main|Manipulation}}
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Manipulation is a pawn's capacity to perform any task with their [[Body_Parts#Hand|hands]]. It is an important factor in almost every task a colonist can perform.  
Manipulation is a pawn's capacity to perform any task with their [[Body Parts#Hand|hands]]. It is an important factor in almost every task a colonist can perform.  
 
  
Anatomically, bipeds use their left and right arms for manipulation, and each side contributes its efficiency level to 50% of the manipulation stat. Total loss of a shoulder, arm, radius, humerus or hand will render that side totally useless and reduce the pawn's manipulation by 50%. Loss of a finger will result in about an 8% manipulation penalty per finger. For quadrupeds, manipulation is reduced by injury to their [[Body Parts#Jaw|jaw]] instead. For both, injury to the spine will also reduce manipulation.
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Anatomically, bipeds use their left and right arms for manipulation, and each side contributes its efficiency level to 50% of the manipulation stat. Total loss of a shoulder, arm, radius, humerus or hand will render that side totally useless and reduce the pawn's manipulation by 50%. Loss of a finger will result in about an 8% manipulation penalty per finger. For quadrupeds, manipulation is reduced by injury to their [[Body_Parts#Jaw|jaw]] instead. For both, injury to the spine will also reduce manipulation.
  
Consciousness applies a 1 for 1 multiplier on manipulation, so anything that affects consciousness (pain, brain damage, diseases, drugs, joywires, etc.) will also increase or reduce manipulation by the same amount. Manipulation is also reduced by ailments including [[Injury#old age|bad back and frailty]]. Manipulation is modified by prosthetics including power claws, prosthetic arms, and bionic arms.
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Consciousness applies a 1 for 1 multiplier on manipulation, so anything that affects consciousness (pain, brain damage, diseases, drugs, joywires, etc) will also increase or reduce manipulation by the same amount. Manipulation is also reduced by ailments including [[Injury#old age|bad back and frailty]]. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms.
  
 
==== Talking ====
 
==== Talking ====
{{Main|Talking}}
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{{:Talking}}
A character's capacity of speech. Directly affected by consciousness.
 
  
 
==== Eating ====
 
==== Eating ====
{{Main|Eating}}
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Eating is the capacity of biological pawns to consume food and is a major factor of [[Eating Speed]]. It is reduced by a damaged jaw and stomach. Even when missing a jaw or a stomach a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a [[Table_of_Human_Body_Parts#cite_ref-2|denture]].
Eating is the capacity of biological pawns to consume food and is a major factor of [[Eating Speed]]. It is reduced by a damaged jaw. Even when missing a jaw a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a [[Table of Human Body Parts#cite ref-2|denture]].
 
  
 
==== Breathing ====
 
==== Breathing ====
{{Main|Breathing}}
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{{:Breathing}}
The ability of a character to breathe. Affects consciousness and movement.
 
  
 
==== Blood Filtration ====
 
==== Blood Filtration ====
{{Main|Blood Filtration}}
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{{:Blood Filtration}}
A character's ability to fight off diseases. Affects consciousness and immunity gain speed.
 
  
 
==== Blood Pumping ====
 
==== Blood Pumping ====
{{Main|Blood Pumping}}
 
 
Blood Pumping is an essential function provided by the heart. It directly influences the moving stat. A pawn whose blood pumping reaches 0% will die instantly.
 
Blood Pumping is an essential function provided by the heart. It directly influences the moving stat. A pawn whose blood pumping reaches 0% will die instantly.
  
 
==== Metabolism ====
 
==== Metabolism ====
{{Main|Metabolism}}
 
 
Metabolism is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's metabolism value, the less food and rest they will need. A pawn whose metabolism reaches 0% will die instantly.
 
Metabolism is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's metabolism value, the less food and rest they will need. A pawn whose metabolism reaches 0% will die instantly.
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==== Communication ====
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Communication is a scyther's system that allows it to vocalize and communicate, although it has no actual impact on gameplay.
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==== Data Processing ====
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Data processing is carried out by a mechanoid's artificial brain and is the functional equivalent of a humanoid's brain function.
  
 
==== Consciousness  ====
 
==== Consciousness  ====
{{Main|Consciousness}}
 
 
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up.
 
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up.
 
When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
 
When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
 
Consciousness is directly influenced by Efficiency of consciousness source, Pain, Blood pumping, Breathing and Blood filtration. The formula is:
 
 
    '''E(C) = E(CS) * (1 - Clamp((Pain - 0.1) * 4 / 9, 0, 0.4)) * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))'''
 
 
where
 
  E(C) is the Efficiency of Consciousness
 
  E(CS) is the Efficiency of Consciousness source (e.g., the brain)
 
  Pain is the total pain
 
  △E(BP) = 1 - E(BP), E(BP) is the Efficiency of Blood pumping
 
  △E(Br) = 1 - E(Br), E(Br) is the Efficiency of Breathing
 
  △E(BF) = 1 - E(BF), E(BF) is the Efficiency of Blood filtration
 
 
From the fomula, we know that when total pain is below 10%, it makes no influence on consciousness. And when 10% <= pain <= 100%, the fomula can be simplified as: 
 
 
    '''E(C) = E(CS) * [(Pain - 0.1) * 4 / 9] * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))'''
 
  
 
== Pain ==
 
== Pain ==
 
{{:Pain}}
 
{{:Pain}}
  
== Health tab ==
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== Health Tab ==
 
All creatures have a health tab, located above the pawn's inspect pane.
 
All creatures have a health tab, located above the pawn's inspect pane.
  
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==Cold and Heat Injuries==
 
==Cold and Heat Injuries==
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Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.<br />
 
Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.<br />
 
Frostbite: Can cause limbs and fingers/toes to fall off. <br />
 
Frostbite: Can cause limbs and fingers/toes to fall off. <br />
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==Treatment==
 
==Treatment==
For most injuries, you can treat [[colonist]]s with or without [[medicine]] (with typically better results if a medicinal substance is provided), and also have them lay in [[hospital bed]]s or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.
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For most injuries, you can treat [[Colonist|colonists]] with or without [[medicine]] (with typically better results if a medicinal substance is provided), and also have them lay in [[hospital bed]]s or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.
  
 
===Improper Treatment===
 
===Improper Treatment===
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===Operations===
 
===Operations===
{{See also|Surgery}}
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Under the [[Health]] tab, you can assign an operation to a [[colonist]] by clicking on the bill sub-tab. Operations cannot be performed without a proper [[Medicine|Medkit]] to apply an anesthetic. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of [[sterile tile|sterile tiles]]) will help preventing possible infection.  As of Alpha 16, there are three categories of surgery failure – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
Under the Health tab, you can assign an operation to a [[colonist]] by clicking on the bill sub-tab. Operations cannot be performed without a proper [[Medicine|Medkit]] to apply an anesthetic. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of [[sterile tile]]s) will help preventing possible infection.  As of Alpha 16, there are three categories of surgery failure – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
 
  
 
=====Transplants=====
 
=====Transplants=====
For missing [[Table of Human Body Parts|internal organs]], either a donor organ or an [[Artificial body parts#Body - Organs|artificial equivalent]] can be used. Some diseases can be cured through a transplant. [[Artery blockage]]s can be cured with a heart transplant and [[Ailments#Asthma|asthma]] can be cured with lung transplants. Be wary that your colonists may suffer [[Mood#Someone organ-harvested|mood penalties]] when you harvest an organ, with the "donor" will suffer a -30 mood penalty for over a week. See [[Human Resources]] for details and mitigation strategies.
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For missing [[Table_of_Human_Body_Parts|internal organs]], either a donor organ can be used or an artificial part. Some diseases can be cured through a transplant. Heart Disease can be cured with a heart transplant and asthma can be cured with lung transplants. Be wary that your colonists will suffer mood penalties when you harvest an organ unnecessarily (in particular the 'victim', this pentalty is -30 mood!).
  
 
=====Limb Replacement=====
 
=====Limb Replacement=====
From [[peg leg]]s to [[bionic arm]]s, you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|enemies]] with peg legs out of spite.  
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From [[Peg_Leg|peg legs]] to [[Bionic Arm|bionic arms]], you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|enemies]] with peg legs out of spite.  
Bionic parts have a bonus to specific actions or movement. For example, a [[bionic leg]] will increase your colonist's [[Move Speed|moving speed]] by 12.5%. Having a second bionic leg will increase the speed further by 12.5%, so having both right and left bionic legs will increase the speed by 25%.
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Bionic parts have a bonus to specific actions or movement. For example, a [[Bionic Leg|bionic leg]] will increase your colonist's [[Move_Speed|moving speed]] by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%.
  
 
=====Implants=====
 
=====Implants=====
You can install implants onto a natural part to improve its functions.  
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You can install implants onto a natural part to improve its functions. <br>
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Implants are not mutually exclusive so you can have more than 1 per part.
  
Implants are not mutually exclusive so you can have more than 1 per part.
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Currently, there are only 2 implants in-game, the [[Joywire]] and the [[Painstopper]].
  
 
=====Amputations=====
 
=====Amputations=====
 
Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.
 
Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.
  
== Version history ==
 
* [[Version/0.10.785|0.10.785]] - Health tab now displays overall bleeding rate.
 
* [[Version/0.12.906|0.12.906]] - Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal.
 
* [[Version/0.13.1135|0.13.1135]] - Sick people in bed can now watch [[TV]]
 
 
[[Category:Health]]
 
[[Category:Health]]

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