Difference between revisions of "Damage"

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*[[Damage Types]], which defines what damage does what [[injury]].
 
*[[Damage Types]], which defines what damage does what [[injury]].
 
*[[Health Difficulties]], which defines that the consequences are of an injury.</onlyinclude>
 
*[[Health Difficulties]], which defines that the consequences are of an injury.</onlyinclude>
Your colonists are likely going to get [[Health#Injury|injured]] at some point in RimWorld (or suffer a horrific death). Here's a list of damage types currently in RimWorld:
+
Your colonists are likely going to get [[Health#Injury|injured]] at some point in RimWorld (or suffer a horrific [[Death|death]]). Here's a list of damage types currently in RimWorld:
  
 
==Armor Categories==
 
==Armor Categories==

Latest revision as of 16:13, 10 September 2022

Damage is made up of 3 major components:

Your colonists are likely going to get injured at some point in RimWorld (or suffer a horrific death). Here's a list of damage types currently in RimWorld:

Armor Categories[edit]

Apparel protects against different types of damage to different extents. There are three categories of armor that each apparel can have: Sharp, Blunt, and Heat. Cross-reference these with the damage types table to see what's category protects what.

How much protection armor gives is determined by its armor rating. In-game this protection is calculated as follows:

  1. The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
  2. The effective armor rating is then compared against a random number from 0 to 100:
    • If the random number is under half the effective armor rating, the damage deflects harmlessly.
    • If the random number is over half the effective armor rating, but not higher than the armor rating, the damage is halved.
    • If the random number is greater than the effective armor rating, the armor has no effect.
  3. If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.

IF Sharp damage is mitigated at any point, it is converted to Blunt damage after all calculations for all layers of apparel are complete.

Damage Types[edit]

Damage is split into many different types, with different descriptors and death messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with health difficulties.

Name Label Category Armor Category overkillPctToDestroyPart[1] Death Message[2] General Injury Skin Injury Solid Injury Harms Outer Layers[3] Affects shields Stun duration
Cut cut Melee Weapons Sharp 0% - 10% {0} has been cut to death. Cut Cut Crack true false -
Crush crush Melee Weapons Blunt 40% - 100% {0} has been crushed to death. Crush Cut Crack true true -
Blunt blunt Melee Weapons Blunt 40% - 100% {0} has been beaten to death. Crush Bruise Crack true false -
Poke blunt Melee Weapons Blunt 40% - 100% {0} has been beaten to death. Crush Bruise Crack true false -
Demolish blunt Melee Weapons Blunt 40% - 100% {0} has been beaten to death. Crush Bruise Crack true false -
Stab stab Melee Weapons Sharp 40% - 100% {0} has been stabbed to death. Stab Stab Crack true false -
RangedStab stab Ranged Weapons Sharp 40% - 100% {0} has been stabbed to death. Stab Stab Crack true false -
Bullet bullet Ranged Weapons Sharp 0% - 70% {0} has been shot to death. Gunshot Gunshot Gunshot true true -
Arrow arrow Ranged Weapons Sharp 0% - 70% {0} has been shot to death. Cut Cut Crack true true -
ArrowHighVelocity arrow Ranged Weapons Sharp 0% - 70% {0} has been shot to death. Cut Cut Crack true true -
Scratch scratch Melee Weapons Sharp 0% - 70% {0} has been torn to death. Scratch Scratch Crack true false -
ScratchToxic toxic scratch Melee Weapons Sharp 0% - 70% {0} has been torn to death. Scratch Scratch Crack true false -
Bite bite Melee Weapons Sharp 0% - 10% {0} has been bitten to death. Bite Bite Crack true false -
BiteToxic toxic bite Melee Weapons Sharp 0% - 10% {0} has been bitten to death. Bite Bite Crack true false -
Bomb bomb Misc Sharp ? {0} has died in an explosion. Shredded Shredded Crack true true -
BombSuper bomb Misc Sharp ? {0} has died in an explosion. Shredded Shredded Crack true true -
Flame flame Environmental Heat ? {0} has burned to death. Burn Burn Burn false[4] false -
Burn burn Environmental Heat ? {0} has burned to death. Burn Burn Burn false[5] false -
Thump thump Misc Sharp ? {0} has been shot to death. Crush Crush Crack true true -
TornadoScratch scratch Environmental Sharp 0% - 70% {0} has been killed by a tornado. Scratch Scratch Crack true false -
Frostbite frostbite Environmental ? {0} has succumbed to frostbite. Frostbite Frostbite Frostbite true false -
Surgical cut surgical cut Medical ? {0} has died during surgery. false[6] false -
Execution cut execution cut Medical {0} has been executed by cutting. Cut Cut Cut false false -
EMP [7] - Stun {0} has been EMPed to death. true true 0.25 s [8] [9]
Stun [7] - Stun {0} has been stunned to death. false true 0.33 s [8]
Smoke [7] - Misc ? ? ?
Deterioration - Misc ? ? ?
Rotting - Misc ? ? ?
Mining - Misc ? ? ?
Extinguish [7] - Misc CoveredInFirefoam CoveredInFirefoam CoveredInFirefoam ? ? ?
  1. See Overkill prevention
  2. {0} represents a pawn's name.
  3. Surgery doesn't hurt your outside bits, but getting shot and stuff will.
  4. Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  5. Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  6. Able to remove organs without harming outer body parts.
  7. 7.0 7.1 7.2 7.3 Does not deal physical damage so does not show up on body parts.
  8. 8.0 8.1 Per point of damage.
  9. Only applies to mechanoids or turrets.


Health Difficulties[edit]

Main article: Health Difficulties

These are the general types of injuries that can be inflicted on a colonist. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.

Name Pain[1] Scar pain[2] Old Label Combines?[3] Bleeding Infection Chance [4] Become Old Chance Naturally Heals Destroyed[5] Destroyed Out[6] Treated Inner Treated Solid Treated
Beam Burn 1.25 0.625 Old beam wound No 6% 30% ?% Yes Burned off Burned out Bandaged Sutured Set
Burn 1.875 0.625 Burn scar Yes 0% 30% 1% Yes Burned off Burned out Bandaged Sutured Set
Chemical Burn[7] 1.875 0.625 Burn scar Yes 0% 30% 1% Yes Burned off (chemical) Burned out (chemical) Bandaged Tended Tended
Crush 1.25 0.625 Scar Yes 1% 15% 1% Yes Crushed Crushed Bandaged Sutured Set
Crack 1.0 0.625 Scar ?[8] 0% 0% 0% Yes Shattered Shattered Set Set Set
Cut 1.25 0.625 Cut scar Yes 6% 15% 1% Yes Cut off Cut out Bandaged Sutured Set
Surgical Cut 1.25 0.625 Cut scar Yes 6% 15% 1% Yes Cut off Cut out Bandaged Sutured Set
Scratch 1.25 0.625 Scratch scar No 6% 15% 1% Yes Torn off Torn out Bandaged Sutured Set
Bite 1.25 0.625 Bite scar No 6% 30% 1% Yes Bitten off Bitten out Bandaged Sutured Set
Stab 1.25 0.625 Stab scar No 6% 15% 1% Yes Cut off Cut out Bandaged Sutured Set
Gunshot 1.25 0.625 Old gunshot No 6% 15% 1% Yes Shot off Shot out Bandaged Sutured Set
Shredded 1.25 0.625 Scar Yes 6% 20% 1% Yes Torn off Torn out Bandaged Sutured Set
Bruise 1.25 0.625 Old bruise No 0% 0% 0% Yes Destroyed Destroyed Bandaged Sutured Set
Frostbite 1.25 0.625 Frostbite scar Yes 0% 25% 1% Yes Lost to frostbite N/A [9] Bandaged Sutured Set
Missing Body Part[10] - - - - 12% - - - Gone Gone - - -
Misc[11] 1.25 0.0 Scar No 6% ? [12] 1% Yes Destroyed Destroyed Bandaged Sutured Set
  1. Pain per point of damage. See pain for how it works. Injuries to artificial parts do not cause any pain.
  2. Pain per point of damage from scars. See pain for how it works.
  3. Whether or not this injury stacks to become something like 'Burn ×2'
  4. Base chance of getting infected if left untreated.
  5. Prefix for external injuries that result in body part loss (e.g. Shot off left arm).
  6. Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).
  7. Used when a pawn with Death acidifier hediff is killed.
  8. Not defined in the files whether or not it combines.
  9. Internal organs cannot be affected by frostbite.
  10. Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.
  11. Default/debug damage type. Doesn't occur in the normal game.
  12. Undefined.

DPS[edit]

Main Article: DPS