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{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}
 
  
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].
 
 
{{TOCright}}
 
{{TOCright}}
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''This article is about physical damage.  For chronic health conditions see [[Ailments]].  For treatable illnesses, see [[Disease]].
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[[Human]]oids, [[animal]]s, and [[mechanoid]]s sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, [[Visitor | visitors]], and [[prisoner]]s 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 [[Health|medicine]].
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A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[#Incapacitation | downed]]'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists.
  
 
==Injury types==
 
==Injury types==
 
{{main|Health Difficulties}}
 
{{main|Health Difficulties}}
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and [[fire]] will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance of [[infection]]
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Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and fire will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance it gets infected.
  
==Summary==
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===Hypothermia===
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.
 
  
===Damage===
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Hypothermia is caused by [[temperature|temperatures]] outside a pawns comfortable temperature range. Hypothermia slowly goes away in comfortable temperatures.
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed.  
 
  
Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if a arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.
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Hyperthermia causes pain and decreased [[moving]], [[manipulation]] and [[consciousness]]. Hypothermia also causes [[frostbite]] in extremities.
  
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.
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Hypothermia has several stages of severity from 1% to 100% (death). Above 60% (extreme) maximum consciousness is 10% (very poor) and the pawn likely collapses.
===Pain===
 
{{Main|Pain}}
 
The greater the damage, the greater the [[pain]]. Pain is equal to <code>pain = (damage) * [[Health Difficulties|damage_type_factor]]</code>. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack.  
 
  
Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Pain|Pain: Idealized]] precept.
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==Pain==
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{{main|Pain}}
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Injuries cause pain to a colonist, and excessive pain can cause a pawn to be downed from pain shock.
  
Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat, which prevents them from fighting. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]].  
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Most pawns go into pain shock once their pain exceeds 80% except for [[Traits|wimps]] who are downed at 20% pain.
  
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the Painblock [[psycast]]{{RoyaltyIcon}}.
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==Recovering from injuries==
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Injured colonists will recover from their wounds over time.
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Every couple of minutes in game, a random injury will be healed by a small amount.
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This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.
  
===Bleeding===
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Every 600 ticks {{math|''heal rate'' &times; 0.01}} points of damage are healed from a randomly selected (non-permanent) wound.
Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain [[Ailments#Blood_loss|blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]].
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The exact heal rate is determined by adding up three factors:
  
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.
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* '''Default healing rate''': All pawns have a base heal rate of <font color="#390">'''8'''</font>
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* '''Is the pawn lying down or in a bed?''': <font color="#390">'''+4'''</font> for resting on a [[sleeping spot]] or the ground, <font color="#390">'''+8'''</font> for resting on a [[bed]] / [[bedroll]], and <font color="#390">'''+14'''</font> for resting on a [[hospital bed]]
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* '''Is the wound tended?''': <font color="#390">'''+4'''</font> for a 0% quality tend and <font color="#390">'''+0.08'''</font> per point of tend quality, up to <font color="#390">'''+12'''</font> at 100% tend quality
  
The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Genes#Superclotting|Superclotting gene]] {{BiotechIcon}} rapidly stops bleeding. The ability added by the [[Genes#Coagulate|Coagulate]]{{BiotechIcon}} gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.
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To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts.
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The colonist heals {{math|''heal rate'' &times; 0.01}} points of damage every 600 ticks, so they'll need {{math|20 &divide; (heal rate &times; 0.01)}} ticks to fully recover.
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To give a few examples:
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* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it'll take 150,000 ticks (2 and a half in-game days) to heal
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* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it'll take 51,724 ticks to heal (around 21 hours in game)
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* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it'll take 35,294 ticks to heal (around 14 hours in game)
  
==Related==
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Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]]
===Infection===
 
{{Main|Infection#Mechanics}}
 
[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:
 
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.
 
*Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.
 
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).
 
  
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.
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==Scarring==
  
===Scarring===
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Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}
 
Scars are lasting markers of injuries. When an injury scars, it ''permanently'' lowers the health of the scarred body part, reducing its efficiency. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.
 
  
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare.
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Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury.
  
===Trauma savant===
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It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s.  Artificial body parts will never scar.
{{Main|Ailments#trauma savant}}
 
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]
 
If a pawn receives physical damage to the brain, they have a 12% of receiving trauma savant. This [[ailment]] causes the following effects:
 
  
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.
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Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks
 
* Brain function is restored, as if it was not injured
 
  
Trauma savant can be cured with a [[healer mech serum]]. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).
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Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.
  
It can also be cured with a [[resurrector mech serum]]. If a pawn dies, and their [[corpse]] doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the [[Ideology DLC]], you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse.
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==Trauma Savant==
 
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[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]
== Healing ==
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A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall.  
{{Stub|section=1|reason=Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.}}
 
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.
 
 
 
=== Healing Rate ===
 
{{Stub|section=1|reason=Other beds - royal bed, slab bed, dbl slab bed, ancient bed, crib. Don't trust pages, verify in code/game. Verify order of operations of genes and then example to include on row with a gene}}
 
Every {{ticks|600}}, <font color="#390">'''''heal rate'' &times; 0.01'''</font> points of damage are healed from a randomly selected (non-permanent) wound, or an average recovery of ''heal rate'' points of damage per in-game day ([[Time|60,000 ticks]]). This healing reduces the severity of the injury, until the body part is fully recovered.
 
 
 
The exact heal rate is determined by adding up three factors:
 
 
 
* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.
 
* '''Is the pawn lying down or in a bed?''':
 
** {{+|4}} for resting on a [[sleeping spot]] or the ground
 
** {{+|8}} for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]
 
** {{+|14}} for resting on a [[hospital bed]].
 
* '''Is the wound tended?''': {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.
 
* '''Does the pawn have one of the following [[Genes#Healing|Genes]]:'''{{BiotechIcon}}{{Check Tag|Verify OoP|Verify order of operations with additive bonus from lying down/laying it bed.}}
 
** {{Bad|x50%}} with [[slow wound healing]] gene.{{BiotechIcon}}
 
** {{Good|x200%}} with [[fast wound healing]] gene.{{BiotechIcon}}
 
** {{Good|x400%}} with [[superfast wound healing]] gene.{{BiotechIcon}}
 
 
 
[[Immunity Gain Speed]] has no impact on injury recovery; it only impacts [[disease]]s.
 
 
 
The wounds of pawns suffering from malnutrition will not heal.{{Check Tag|Verify|Verify in game or code, conflicts with existing
 
info}}.
 
 
 
=== Example ===
 
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:
 
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it will take <font color="#390">(20 &times; 60,000) / 8 = 150,000</font> ticks (2.5 in-game days) to fully heal.
 
* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they'll have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it will take 51,724 ticks to heal (approximately 21 in-game hours)
 
* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they'll have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it will take 35,294 ticks to heal (approximately 14 hours in game)
 
 
 
== Medicine ==
 
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. Whenever a wound is tended, the quality is multiplied by the medicine given:
 
{| {{#if:{{{1|}}}|{{{1|}}}|class="wikitable"}}
 
|-
 
! Medicine !! Potency
 
|-
 
| [[File:Doctor care but no medicine.png|16px]] None || 0.30
 
|-
 
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60
 
|-
 
| {{Icon small|Medicine}} [[Medicine]] || 1.00
 
|-
 
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60
 
|}
 
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}
 
 
 
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single "batch" of tending. For patients with many bleeding wounds, the difference can easily be life or death.
 
 
 
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.
 
  
== Disfigured ==
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Trauma Savant currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect.
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]
 
Disfigurement is caused by damage or destruction to the nose, eyes, ears, or jaw. It adds the "Disfigured {{--|15}}" opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part.
 
  
While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.
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There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.
  
Similarly to beauty modifiers [[kind]] and blind pawns do not gain nor lose any opinion based on disfigurement. Pawns with the [[Blindsight]] ideoligion{{IdeologyIcon}} instead revere pawns with destroyed eyes.
 
  
== Trivia ==
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==Trivia==
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors. Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.
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Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), often rendering a pawn permanently comatose in extreme cases, this being due to pain stacking with the reduced part efficiency. However, in real life the human brain has no pain receptors. This is due to how if anything manages to get into the brain and damage it, it will already have caused intense pain from having to penetrate the skull, and the person is likely going to be fatally wounded regardless of how they react. Headaches are often caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain
  
 
[[Category:Health]]
 
[[Category:Health]]

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