Difference between revisions of "Pain"

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<noinclude>{{rewrite|reason=Needs detailed numbers on stat penalties}}  
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<noinclude>{{stub|reason=Needs detailed numbers on stat penalties}}  
 
{{Capacity
 
{{Capacity
 
| default base value = 1
 
| default base value = 1
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Injuries to the [[Artificial body parts|artificial parts]] do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.
 
Injuries to the [[Artificial body parts|artificial parts]] do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.
  
===Formula===
+
=== Formula ===
 
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:
 
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:
 
* <code>pain = pain / healthFactor</code> for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals).  Humans have a healthFactor of 1.0, so this doesn't impact humans
 
* <code>pain = pain / healthFactor</code> for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals).  Humans have a healthFactor of 1.0, so this doesn't impact humans
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For the complete table of pain vs damage, see [[Health Difficulties]]
 
For the complete table of pain vs damage, see [[Health Difficulties]]
  
===Thresholds===
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=== Thresholds ===
 
Pain creates moodlets of different values at 4 stages depending on pain severity.
 
Pain creates moodlets of different values at 4 stages depending on pain severity.
  
 
{| {{STDT|sortable c_10 text-center}}
 
{| {{STDT|sortable c_10 text-center}}
! Level !! Required Pain % !! Mood Penalty !! Stat Penalty
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! Level !! Required Pain % !! Mood Penalty
 
|-
 
|-
| Minor          ||  1% || -5 || ?
+
| Minor          ||  1% || -5  
 
|-
 
|-
| Serious        || 15% || -10 || ?
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| Serious        || 15% || -10
 
|-
 
|-
| Intense        || 40% || -15 || ?
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| Intense        || 40% || -15  
 
|-
 
|-
| Mind-shattering || 80% || -20 || ?
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| Mind-shattering || 80% || -20
 
|-
 
|-
 
|}
 
|}
<noinclude>
 
0 to 12% pain = -0% Consciousness<br>
 
13% pain = -1% Con<br>
 
14 to 15% pain = -2% Con<br>
 
16 to 18% pain = -3% Con<br>
 
19 to 20% pain = -4% Con<br>
 
21 to 22% pain = -5% Con<br>
 
23 to 24% pain = -6% Con<br>
 
25 to 26% pain = -7% Con<br>
 
27 to 29% pain = -8% Con<br>
 
30 to 31% pain = -9% Con<br>
 
32 to 33% pain = -10% Con<br>
 
34 to 35% pain = -11% Con<br>
 
36 to 38% pain = -12% Con<br>
 
39 to 40% pain = -13% Con<br>
 
41 to 43% pain = -14% Con<br>
 
44% pain = -15% Con<br>
 
45 to 47% pain = -16% Con<br>
 
48 to 49% pain = -17% Con<br>
 
50 to 52% pain = -18% Con<br>
 
53 to 54% pain = -19% Con<br>
 
55 to 56% pain = -20% Con<br>
 
57 to 58% pain = -21% Con<br>
 
59 to 60% pain = -22% Con<br>
 
61 to 63% pain = -23% Con<br>
 
64 to 65% pain = -24% Con<br>
 
66 to 67% pain = -25% Con<br>
 
68 to 69% pain = -26% Con<br>
 
70 to 71% pain = -27% Con<br>
 
72 to 74% pain = -28% Con<br>
 
75 to 77% pain = -29% Con<br>
 
78% pain = -30% Con<br>
 
79% pain = -31% Con<br>
 
80% pain = Pawn Downed<br>
 
81 to 83% pain = -32% Con<br>
 
84 to 85% pain = -33% Con<br>
 
86 to 88% pain = -34% Con<br>
 
89% pain = -35% Con<br>
 
90 to 92% pain = -36% Con<br>
 
93 to 94% pain = -37% Con<br>
 
95 to 96% pain = -38% Con<br>
 
97 to 99% pain = -39% Con<br>
 
100% pain = -40% Con<br>
 
  
=== Modifiers ===
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Pain also inflicts a [[consciousness]] penalty that once over 10% that scales with the pain percentage. It conforms to the following equation:
 +
<code>IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]</code>
 +
 
 +
{| class="wikitable"
 +
! Graph
 +
|-
 +
| {{GraphChart|width=400|height=100|type=line| xAxisTitle = Pain (%) | yAxisTitle = Consciousness Penalty (%)|x=0,10, 100|y=0, 0, -40|xAxisMin = 0 |  xAxisMax = 100|  yAxisMin = -40 | yAxisMax = 0 |xGrid = |yGrid = }}
 +
|}
 +
 
 +
===  Factors ===
 
{{Stub|section=1|Many other hediffs cause pain or change pain factors. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.}}
 
{{Stub|section=1|Many other hediffs cause pain or change pain factors. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.}}
====Pain factors====
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==== Base factors ====
 
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.
 
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.
 
  
 
* [[Painstopper]]: '''×0%'''
 
* [[Painstopper]]: '''×0%'''
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* [[Luciferium]]: '''×80%'''
 
* [[Luciferium]]: '''×80%'''
 
* [[Psychite tea]]: '''×90%'''
 
* [[Psychite tea]]: '''×90%'''
 
  
 
[[Beer]] gives a variable reduction in pain depending on the dose of beer consumed.
 
[[Beer]] gives a variable reduction in pain depending on the dose of beer consumed.
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** Blackout: '''×10%'''
 
** Blackout: '''×10%'''
  
 
+
==== Offsets ====
==== Pain offsets ====
 
 
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.
 
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.
 
  
 
* [[Beer]]: (See also [[#Pain factors|Pain factors]])
 
* [[Beer]]: (See also [[#Pain factors|Pain factors]])
 
** Blackout: {{++|5%}}
 
** Blackout: {{++|5%}}
 
* [[Smokeleaf joint|Stoned on smokeleaf]]: {{---|20%}}
 
* [[Smokeleaf joint|Stoned on smokeleaf]]: {{---|20%}}
 
== See also ==
 
* [[Artificial body parts]]
 
  
 
== Version history ==
 
== Version history ==

Revision as of 12:31, 5 October 2022

Pain is a pawn capacity: How much pain a person feels.

Most biological creatures including colonists, raiders, and animals feel pain caused by injuries. A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.[Detail Needed] Even a little pain causes unhappy thoughts. Once pain passes 10%, it'll start to have an effect on consciousness. If a pawn's pain level meets or exceeds their Pain Shock Threshold they'll go into shock, unable to move. Pawns with the Wimp trait will be incapacitated with only minor pain of 20%.

Most pain is temporary, but scars and certain diseases can cause long-term pain. A painstopper implant or the Painblock psycast Content added by the Royalty DLC will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood bonus from pain instead of a penalty, so it's usually better to leave them alone.

Injuries to the artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.

Formula

Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:

  • pain = pain / healthFactor for pawns with a healthFactor other than 1.0 (like grizzly bears and other large animals). Humans have a healthFactor of 1.0, so this doesn't impact humans
  • pain = pain * painFactor from health conditions which alter pain. This includes pain-reducing drugs like flake and yayo as well as anesthetic used during operations

Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type. For example:

  • 30 burn damage causes 30 damage × 0.01875 pain per severity = 56.25% pain
  • 30 cut damage causes 30 damage × 0.00625 pain per severity = 18.75% pain

For the complete table of pain vs damage, see Health Difficulties

Thresholds

Pain creates moodlets of different values at 4 stages depending on pain severity.

Level Required Pain % Mood Penalty
Minor 1% -5
Serious 15% -10
Intense 40% -15
Mind-shattering 80% -20

Pain also inflicts a consciousness penalty that once over 10% that scales with the pain percentage. It conforms to the following equation: IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]

Graph

Factors

Base factors

Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.

Beer gives a variable reduction in pain depending on the dose of beer consumed.

  • Beer: (See also Pain offsets)
    • Warm: ×90%
    • Tipsy: ×80%
    • Drunk: ×50%
    • Hammerred: ×30%
    • Blackout: ×10%

Offsets

Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.

Version history

  • 0.6.532 - Added. Pain level is tracked. A character in too much pain will become incapacitated.
  • 0.10.785 - Pain now creates unhappiness.