Difference between revisions of "Ailments"

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(Split out "non-disease diseases" section from Diseases into its own article)
 
(Moved "cataracts" section over from Diseases article)
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* Impaired movement (-30%)
 
* Impaired movement (-30%)
 
* Impaired manipulation (-10%)
 
* Impaired manipulation (-10%)
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===Cataracts===
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Cataracts are the clouding of the lens on your eye which may occur spontaneously with age similarly to [[#Bad Back|bad back]]. Unlike bad back, cataracts are a very serious impairment, but technically treatable via [[Health|surgery]] of the eye.
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General Symptoms:
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* Impaired sight (-35%)
  
 
===Concussion===
 
===Concussion===

Revision as of 00:05, 2 September 2016

Note: This article is about health conditions that don't belong in a broader category. For physical damage, see Injury. For treatable conditions, see Disease.

Anesthetic

Used in surgery to make sure that a colonist is unconscious.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 15,000 ticks (4.17 mins)

Bad Back

The older a colonist is, the more likely they're going to hurt their back one day (or just naturally develop one).

General Symptoms:

  • Impaired movement (-30%)
  • Impaired manipulation (-10%)

Cataracts

Cataracts are the clouding of the lens on your eye which may occur spontaneously with age similarly to bad back. Unlike bad back, cataracts are a very serious impairment, but technically treatable via surgery of the eye.

General Symptoms:

  • Impaired sight (-35%)

Concussion

Similar to anesthetic, lasts a little longer.

General Symptoms:

  • Unconsciousness (sets to 10%)

Treatment:

  • Wears off after 25,000 ticks (6.94 mins)

Cryptosleep Sickness

Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists at the start of the game have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.

General Symptoms:

  • Vomiting
  • Impaired consciousness (max 70%)
  • Impaired manipulation (max 60%)

Treatment:

  • Wears off after 10,000 ticks (2.78 mins)

Euthanasia

Usually used to put a colonist out of their misery, quietly.

Notes:

  • Total loss of consciousness
  • Doesn't heal/get better

Food Poisoning

Occurs after having eaten a meal prepared by a poorly skilled cook.

General Symptoms:

  • Vomiting
  • Impaired consciousness (max 50%)

Treatment:

  • Wears off after 30,000 ticks (8.33 mins)

Shut Down

This happens to mechanical beings, similar to euthanasia.

Notes:

  • Total loss of consciousness
  • Doesn't heal/get better

Toxic Buildup

Occurs with exposure to toxic fallout. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent dementia; it does not wear off even after toxic buildup subsides.

  • Initial - begins at 4% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 5%)
  • Minor - begins at 20% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 10%)
  • Moderate - begins at 40% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 15%)
      • Vomiting
      • Dementia (permanent)
  • Serious - begins at 60% severity.
    • Symptoms:
      • Impaired consciousness (reduced by 25%)
      • Vomiting
      • Dementia (permanent)
  • Extreme - begins at 80% severity.
    At this stage the victim will fall unconscious and need rescue.
    • Symptoms:
      • Unconsciousness (max 10%)
      • Vomiting
      • Dementia (permanent)
  • Death - occurs at 100% severity.