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=== Malnutrition ===
 
=== Malnutrition ===
 
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.
 
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.
 
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Stage !! Usually Begins at !! Symptoms
+
! Stage !! Begins at !! Symptoms
 
|-
 
|-
 
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||
 
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||
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|-
 
|-
 
| '''Blood loss (minor)''' || ≥15% blood loss ||  
 
| '''Blood loss (minor)''' || ≥15% blood loss ||  
*{{--|10%}} [[Consciousness]]
+
*-10% [[Consciousness]]
 
|-
 
|-
 
| '''Blood loss (moderate)''' || ≥30% blood loss ||  
 
| '''Blood loss (moderate)''' || ≥30% blood loss ||  
*{{--|20%}} [[Consciousness]]
+
*-20% [[Consciousness]]
 
|-
 
|-
 
| '''Blood loss (severe)''' || ≥45% blood loss ||  
 
| '''Blood loss (severe)''' || ≥45% blood loss ||  
*{{--|40%}} [[Consciousness]]
+
*-40% [[Consciousness]]
 
|-
 
|-
 
| '''Blood loss (extreme)''' || ≥60% blood loss ||  
 
| '''Blood loss (extreme)''' || ≥60% blood loss ||  
*{{--|40%}} [[Consciousness]]
+
*-40% [[Consciousness]]
* [[Consciousness]] 10% max. (Unconsciousness)
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* [[Consciousness]] 10% max.
 
|-
 
|-
 
| '''Blood loss (extreme)''' || 100% blood loss ||  
 
| '''Blood loss (extreme)''' || 100% blood loss ||  
* [[Death]]
+
* [[Death|Death]]
 
|}
 
|}
  
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|-
 
|-
 
| '''Middle-stage''' || >0.333 Severity ||
 
| '''Middle-stage''' || >0.333 Severity ||
* {{--|15%}} [[Moving]]
+
* -15% [[Moving]]
 
|-
 
|-
 
| '''Late-stage''' || >0.666 Severity||
 
| '''Late-stage''' || >0.666 Severity||
 
* [[Vomiting]] (''MTB of 5 days'')
 
* [[Vomiting]] (''MTB of 5 days'')
* {{--|30%}} [[Moving]]
+
* -30% [[Moving]]
 
|-
 
|-
 
| '''''Birth''''' || 1.0 Severity||
 
| '''''Birth''''' || 1.0 Severity||
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=== Sterilized ===
 
=== Sterilized ===
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}
+
{{Stub|section=1}}
 
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}
 
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}
 
[[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production.  
 
[[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production.  
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The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.
 
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.
  
Humans with the "Sterilized" health trait can only be healed with a [[healer mech serum]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.
+
Humans with the "Sterilized" health trait can only be healed with a [[healer mech serum]], reverting the human's reproductive system.
 
 
 
== Drug damage ==
 
== Drug damage ==
 
These ailments are caused by excess drug use.
 
These ailments are caused by excess drug use.
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If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].
 
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.
+
 
 +
The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.
 
:{| class = "wikitable" width="180"
 
:{| class = "wikitable" width="180"
 
! Cooking Skill Level
 
! Cooking Skill Level
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|}
 
|}
 
; Treatment and Prevention
 
; Treatment and Prevention
Food poisoning can only minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune.  
+
Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune.  
  
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] does cure it, but this is never worthwhile. This effectively cripples the pawn for almost the full 24 hour cycle.
+
There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle.
  
 
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.
 
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.
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Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity.  
 
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity.  
  
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}.  
+
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them.
 
 
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.
 
 
 
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].
 
  
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.
+
Buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].
  
 
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.
 
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.
  
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.
+
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-

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