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{{Biotech}}
 
{{Biotech}}
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{{Page Under Construction|Harakoni|help=2}}
 
{{Stub|reason=General}}
 
{{Stub|reason=General}}
 
{{For|stored hemogen|hemogen pack}}
 
{{For|stored hemogen|hemogen pack}}
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== Hemogen total ==
 
== Hemogen total ==
[[File:Hemogen Gizmo.png|thumb|right|Hemogen gizmo showing a hemogen value of 88, maximum of 100, a target hemogen of 90, and [[hemogen pack]] consumption allowed]]
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=== Decay ===
A pawn's current hemogen total and their maximum hemogen is displayed in a gizmo to the right of their info pane when the pawn is selected. Note that it will not appear when multiple pawns are selected, even if they all have a hemogen need. The current hemogen total can be increased by [[#Feeding|consuming hemogen]] as detailed below, and is reduced through daily [[#Decay|decay]] and use of [[#Abilities|abilities]]. The maximum hemogen is the cap on how much hemogen a pawn can hold. Any hemogen consumed that would put the total over this value is wasted. By default the maximum is 100 but pawns that can [[deathrest]] can increase it through the use [[hemopump]]s at at a rate of {{+|25}} per pump.  
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Pawns with the hemogenic gene decay at -2 per day
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Pawns with the hemogen drain decay at an addition -8 per day, for a total of -10 per day.  
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=== Expenditure ===
  
The gizmo also allows the selection of target value by left clicking on the bar, displayed as a white line over the bar {{Check Tag|Change with max change?|If a pawn has a target value set at say 50, and then they deathrest with 4 hemopumps (adding 100 hemogen storage), does the target value stay at 50 or increase to 100}}- the pawn will then automatically attempt to consume [[hemogen pack]]s or bloodfeed from prisoners designated for bloodfeeding to reach that value {{Check Tag|Reach or exceed?|Say its set to 90 and they are at 88 - will they comesume a +20 hemo pack or wait till they are at 70 to consume it?}}{{Check Tag|Frequency?|How often does this check for this}}{{Check Tag|Priorities?|How does this interact with things such as Schedule assingments? Will they drop everything to get the target value?}} The use of hemogen packs can be toggled on or off by clicking the {{Icon Small|Hemogen pack}} icon, with a {{Check}} indicating that the pawn will consume packs to reach their target, while a {{Cross}} indicates that they will not.
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=== Refilling ===
 
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Bloodfeeding
=== Feeding ===
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Hemogen packs
{{Stub|section=1|reason= 1) Bloodfeeding a) from colonists/slaves b) from prisoners (when they do it etc) 2) Hemogen packs 3) Hemogen gain multiplier}}
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Hemogen gain multiplier  
 
 
=== Hemogen loss ===
 
Hemogen is lost through 3 methods.
 
* [[#Decay|Decay]] - where a certain amount of hemogen is lost per day
 
* [[#Abilities|Abilities]] - where a certain amount of hemogen is consumed to perform an specific task, and which cannot be performed without the requisite hemogen
 
* Entering into a regenerative coma from the [[Deathless]] gene while having the [[Gene#Deathrest|Deathrest]] gene{{Check Tag|Without Deathrest?|Confirm that a Hemogenic pawn with Deathless, but without Deathrest doesn't lose their hemogen - if they do lose it, add to Genes page as well}} - where any remaining hemogen is lost, but none is required to place the pawn in the coma in the first place.
 
 
 
==== Decay ====
 
Pawns with the [[hemogenic]] gene decay at -2 per day.
 
 
 
Pawns with the [[hemogen drain]] gene decay at an addition -8 per day, for a total of -10 per day.
 
 
 
While the rates are known, it is currently unknown when or in what quantity this decrement occurs.{{Check Tag|Detail|For example; does it instantaneously increase by -10 at midnight? Noon? Unique to the pawn? Or does it increase by -10*(150/(24*2500)) every 150 ticks like other needs, or some other fractional increase?}}
 
 
 
==== Abilities ====
 
{| class="wikitable"
 
|-
 
! colspan=2 |Ability !! Hemogen
 
|-
 
! [[File:Gene Bloodfeeder.png|32px|link=Genes#Bloodfeedpx]]  !! [[Genes#Bloodfeeder|Bloodfeed]]
 
| {{+|20}}
 
|-
 
!  [[File:Gene Coagulate.png|32px|link=Genes#Coagulate]]    !! [[Genes#Coagulate|Coagulate]]
 
| {{--|20}}
 
|-
 
!  [[File:Longjump.png|32px|link=Genes#Longjump]]          !! [[Genes#Longjump|Longjump]]
 
| {{--|5}}
 
|-
 
! [[File:PiercingSpine.png|32px|link=Genes#Piercing spine]] !! [[Genes#Piercing spine|Piercing spine]]
 
| {{--|20}}
 
|}
 
  
 
== Hemogen craving ==
 
== Hemogen craving ==
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When a hemogenic pawns hemogen reserves hit 0, they begin having a craving for hemogen. This craving inflicts increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties. Once hemogen is over 0, the severity of the craving gradually decays until it disappears.
 
When a hemogenic pawns hemogen reserves hit 0, they begin having a craving for hemogen. This craving inflicts increasingly severe [[mood]], [[pain]], and [[consciousness]] penalties. Once hemogen is over 0, the severity of the craving gradually decays until it disappears.
  
While a pawn hemogen value is 0, their hemogen craving severity at a rate of {{++|5%}} per hour. While the rate is known, it is currently unknown when or in what increment this severity increase occurs.{{Check Tag|Detail|For example; does it instantaneously increase by +5% every hour, or does it increase by 5%*(150/2500) every 150 ticks like other needs, or some other fractional increase?}}   
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While a pawn hemogen value is 0, their hemogen craving severity at a rate of {{++|5%}} per hour. It is currently unknown when this severity increase occurs.{{Check Tag|Detail|For example; does it instantaneously increase by +5% every hour, or does it increase by 5%*(150/2500) every 150 ticks like other needs, or some other fractional increase?}}   
  
 
So long as hemogen is above 0, hemogen craving severity reduces at a rate of {{---|10%}} per hour. Hemogen craving does '''not''' accelerate hemogen decay like [[malnutrition]] does for [[saturation]].
 
So long as hemogen is above 0, hemogen craving severity reduces at a rate of {{---|10%}} per hour. Hemogen craving does '''not''' accelerate hemogen decay like [[malnutrition]] does for [[saturation]].
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|}
 
|}
 
'''Note:''' Mood penalty does '''not''' include the penalty from pain.  
 
'''Note:''' Mood penalty does '''not''' include the penalty from pain.  
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== Abilities ==
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{| class="wikitable"
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|-
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! colspan=2 |Ability !! Hemogen
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|-
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! [[File:Gene Bloodfeeder.png|32px|link=Genes#Bloodfeedpx]]  !! [[Genes#Bloodfeed|Bloodfeed]]
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| {{+|20}}
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|-
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!  [[File:Gene Coagulate.png|32px|link=Genes#Coagulate]]    !! [[Genes#Coagulate|Coagulate]]
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| {{--|20}}
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|-
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!  [[File:Longjump.png|32px|link=Genes#Longjump]]          !! [[Genes#Longjump|Longjump]]
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| {{--|5}}
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|-
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! [[File:PiercingSpine.png|32px|link=Genes#Piercing spine]] !! [[Genes#Piercing spine|Piercing spine]]
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| {{--|20}}
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|}
  
 
== Analysis ==
 
== Analysis ==
?
 
 
== Version history ==
 
* [[Biotech DLC]] Release - Introduced.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Giving a pawn xeno and germline hemogenic genes results in two hemogen gizmos.
 
* [[Version/1.4.3530|1.4.3530]] - Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to satisfy the desired hemogen level.
 
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Fix: Some hemogenic abilities can be queued without enough hemogen.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction. Fix: Consume hemogen packs toggle tooltip displays hemogen in % form.
 
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.
 
* [[Version/1.4.3555|1.4.3555]] - Hemogen UI gizmo no longer displays when multi-selecting pawns, to reduce clutter. Fix: Bloodfeeders sometimes do not ingest all taken hemogen packs, depending on food need level. Added a toggle to the hemogen gizmo which allows configuration of whether or not a pawn can ingest hemogen packs to desired hemogen level - Note this is essentially a duplicate of the change from 1.4.3530, it is currently unclear whether this is an error, whether there is a difference, or whether the change was reverted and re-added latter. Fix: Bloodfeed can be used on pawns in mental states.
 
 
 
{{nav|status levels|wide}}
 
{{nav|status levels|wide}}
 
[[Category:Status Level]]
 
[[Category:Status Level]]
[[Category: Game mechanics]]
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[[Category: Game Mechanics]]

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