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![[#Blood Filtration|Blood Filtration]]
 
![[#Blood Filtration|Blood Filtration]]
 
| Kidneys, Liver || | - || | Yes || | No || | Yes
 
| Kidneys, Liver || | - || | 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]]
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==== Sight ====
 
==== Sight ====
 
{{Main|Sight}}
 
{{Main|Sight}}
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]].
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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 [[scyther]]s and [[centipede]]s 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]].
  
 
==== Hearing ====
 
==== Hearing ====
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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.
 
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.
+
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 ====
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{{: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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===Operations===
 
===Operations===
{{See also|Surgery}}
 
 
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.
 
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.
  
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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 ==
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== Version History ==
 
* [[Version/0.10.785|0.10.785]] - Health tab now displays overall bleeding rate.
 
* [[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/0.12.906|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]]
 
* [[Version/0.13.1135|0.13.1135]] - Sick people in bed can now watch [[TV]]
 
[[Category:Health]]
 
[[Category:Health]]

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