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− | + | [[Characters]], like [[Colonist|colonists]], [[Raider|raiders]], etc, can become [[Injury|injured]] (via the environment or fighting). | |
− | + | Each injury affects a different part of the colonists' well being, and can be found under a character's [[Health]] tab. | |
− | + | Under the health tab there are two sub-tabs, one for a health overview and a second tab for scheduling any operations that a colonist requires. | |
− | + | {{see also|Injury}} | |
==Health Systems== | ==Health Systems== | ||
− | {{main|Characters|Table of Human Body Parts}} | + | {{main|Characters|Table of Human Body Parts}}<br/> |
+ | |||
Pawns have the following health systems. | Pawns have the following health systems. | ||
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{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
! System Name !! Biological<BR>Body Parts !! Mechanical<BR>Body Parts !! Biological<BR>Pawns Have? !! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref> | ! System Name !! Biological<BR>Body Parts !! Mechanical<BR>Body Parts !! Biological<BR>Pawns Have? !! Mechanical<BR>Pawns Have? !! Fatal if all<BR>capacity lost?<ref>Refers to whether or not the pawn will die if a system's capacity becomes 'None'</ref> | ||
|- | |- | ||
− | ![[Pain]] | + | ![[Pain|Pain]] |
| - || | - || | Yes || | No || | No | | - || | - || | Yes || | No || | No | ||
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![[#Data Processing|Data Processing]] | ![[#Data Processing|Data Processing]] | ||
− | | - || | | + | | - || | AI Persona Core || | No || | Yes || | Yes |
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![[#Sight|Sight]] | ![[#Sight|Sight]] | ||
− | | Eye || | | + | | Eye || | Optical Sensor || | Yes || | Yes || | No |
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![[#Hearing|Hearing]] | ![[#Hearing|Hearing]] | ||
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![[#Communication|Communication]] | ![[#Communication|Communication]] | ||
− | | - || | Neck<ref>Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.</ref> || | No || | Yes || | No | + | | - || | Neck<ref>Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated. </ref> || | No || | Yes || | No |
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![[#Breathing|Breathing]] | ![[#Breathing|Breathing]] | ||
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![[#Blood Filtration|Blood Filtration]] | ![[#Blood Filtration|Blood Filtration]] | ||
− | | Kidneys | + | | Kidneys || | - || | Yes || | No || | Yes |
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![[#Blood Pumping|Blood Pumping]] | ![[#Blood Pumping|Blood Pumping]] | ||
| Heart || | - || | Yes || | No || | Yes | | Heart || | - || | Yes || | No || | Yes | ||
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![[#Metabolism|Metabolism]] | ![[#Metabolism|Metabolism]] | ||
− | | | + | | Liver || | - || | Yes || | No || | Yes |
|- | |- | ||
|} | |} | ||
<references/> | <references/> | ||
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− | + | ==== Pain ==== | |
+ | {{:Pain}} | ||
+ | ==== Consciousness ==== | ||
+ | Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss and starvation can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up. | ||
+ | When a medical operation is performed, anaesthesia is induced, which renders the person unconscious until the effect of the anaesthetic medication has worn off. This makes them incapable of moving, along being incapable of leaving the bed. | ||
==== Sight ==== | ==== Sight ==== | ||
− | + | Sight is a capacity that contributes to stats including [[Shooting Accuracy|shooting accuracy]], [[Melee Hit Chance|melee hit chance]], and for colonists, nearly every work stat. Humans and animals have eyes, while [[Mechanoid Scyther|scythers]] and [[Mechanoid Centipede|centipedes]] have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which drastically reduces sight by 70%. An eye can be upgraded with a [[Bionic Eye|bionic eye]]. | |
− | Sight is a capacity that contributes to stats including [[Shooting Accuracy|shooting accuracy]], [[Melee Hit Chance|melee hit chance]], and for colonists, nearly every work stat. Humans and animals have eyes, while [[ | ||
==== Hearing ==== | ==== Hearing ==== | ||
− | + | Hearing is a capacity that contributes to [[Trade Price Improvement|trade price improvement]]. Hearing is reduced by damaged or missing ears. It is also reduced by [[Injury#Old_Age|dementia]]. | |
− | Hearing is a capacity that contributes to [[Trade Price Improvement|trade price improvement]]. Hearing is reduced by damaged | ||
==== Moving ==== | ==== Moving ==== | ||
− | + | Moving is a capacity that determines a pawn's [[Move Speed|movement speed]]. Nearly all pawns use legs to move about. A pawn's movement speed is reduced when a leg, foot, or toe is injured. A pawn may still move when feet or toes are missing, but becomes incapacitated when a leg is destroyed or missing. Movement is also reduced by ailments including [[Injury#old age|dementia and frailty]]. Movement is reduced by certain clothing including [[Clothing|jackets]] and [[Clothing|parkas]]. | |
− | Moving is a | ||
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==== Manipulation ==== | ==== Manipulation ==== | ||
− | + | Manipulation is a pawn's capacity to handle a weapon or tool or to haul items. It is a factor of a pawn's [[Shooting Accuracy|shooting accuracy]] as well as nearly every work stat of a colonist. Manipulation is reduced by injured or missing arms, hands, or fingers. For quadrapeds, manipulation is reduced by injury to their spine. It is also reduced by ailments including [[Injury#old age|bad back and frailty]]. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms. | |
− | Manipulation is a pawn's capacity to | ||
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==== Talking ==== | ==== Talking ==== | ||
− | {{ | + | {{:Talking}} |
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==== Eating ==== | ==== Eating ==== | ||
− | + | Eating is the capacity of biological pawns to consume food and is a major factor of [[Eating Speed]]. It is reduced by a damaged jaw and stomach. Even when missing a jaw or a stomach a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a [[Table_of_Human_Body_Parts#cite_ref-2|denture]]. | |
− | Eating is the capacity of biological pawns to consume food and is a major factor of [[Eating Speed]]. It is reduced by a damaged jaw. Even when missing a jaw a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a [[ | ||
==== Breathing ==== | ==== Breathing ==== | ||
− | {{ | + | {{:Breathing}} |
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==== Blood Filtration ==== | ==== Blood Filtration ==== | ||
− | {{ | + | {{:Blood Filtration}} |
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==== Blood Pumping ==== | ==== Blood Pumping ==== | ||
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==== Metabolism ==== | ==== Metabolism ==== | ||
− | + | Metabolism is a pawn's rate of food consumption. Increased metabolism will cause it to consume food more often. | |
− | Metabolism is a pawn's | ||
− | ==== | + | ==== Communication ==== |
− | + | Communication is a scyther's system that allows it to vocalize and communicate, although it has no actual impact on gameplay. | |
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− | + | ==== Data Processing ==== | |
+ | Data processing is carried out by a mechanoid's artificial brain and is the functional equivalent of a humanoid's brain function. | ||
− | + | == Health Tab == | |
+ | All creatures will contain a tab when selected called health. This tab will display the bodily systems the creature contains and its current effectiveness. For all of the various creatures within the game, the bodily systems may differ based on what that creature is and what it would need to live in real life (if it could exist, that is). Displayed here is also the current injuries, the effect this has, and the creature's bleeding rate. Do note that not all creatures, most notably the mechanoids, have a bleeding rate that can be displayed here. This tab can also display any currently designated medical operations and any that can be designated. Operations can only be applied to your colonists or their prisoners. | ||
− | + | ==Cold and Heat Injuries== | |
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Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.<br /> | Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.<br /> | ||
Frostbite: Can cause limbs and fingers/toes to fall off. <br /> | Frostbite: Can cause limbs and fingers/toes to fall off. <br /> | ||
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==Treatment== | ==Treatment== | ||
− | For most injuries, you can treat [[ | + | For most injuries, you can treat [[Colonist|colonists]] with or without [[medicine]] (with typically better results if a medicinal substance is provided), and also have them lay in [[hospital bed]]s or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly. |
===Improper Treatment=== | ===Improper Treatment=== | ||
− | Treating an injury poorly ''may'' result in [[Injury#Scarring|scarring]], reduced [[ | + | Treating an injury poorly ''may'' result in [[Injury#Scarring|scarring]], reduced [[Stats#Healing Rate|healing rate]] or infections. |
===Operations=== | ===Operations=== | ||
− | + | Under the [[Health]] tab, you can assign an operation to a [[colonist]] by clicking on the bill sub-tab. Operations cannot be performed without a proper [[Medicine|Medkit]] to apply an anesthetic. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of [[sterile tile|sterile tiles]]) will help preventing possible infection. | |
− | Under the Health tab, you can assign an operation to a [[colonist]] by clicking on the bill sub-tab. Operations cannot be performed without a proper [[Medicine|Medkit]] to apply an anesthetic. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of [[sterile tile]] | ||
=====Transplants===== | =====Transplants===== | ||
− | For missing [[ | + | For missing [[Table_of_Human_Body_Parts|internal organs]], either a donor organ can be used or an artificial part. Some diseases can be cured through a transplant. Heart Disease can be cured with a heart transplant and asthma can be cured with lung transplants. Be wary that your colonists will suffer mood penalties when you harvest an organ unnecessarily (in particular the 'victim', this pentalty is -30 mood!). |
=====Limb Replacement===== | =====Limb Replacement===== | ||
− | From [[peg | + | From [[Peg_Leg|peg legs]] to [[Bionic Arm|bionic arms]], you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|enemies]] with peg legs out of spite. |
− | Bionic parts have a bonus to specific actions or movement. For example, a [[bionic leg]] will increase your colonist's [[ | + | Bionic parts have a bonus to specific actions or movement. For example, a [[Bionic Leg|bionic leg]] will increase your colonist's [[Move_Speed|moving speed]] by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%. |
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=====Amputations===== | =====Amputations===== | ||
− | Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person. | + | Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person. Or you can simply amputate a prisoner for practice with medicine. |
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[[Category:Health]] | [[Category:Health]] |