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{{stub|reason=Scar information}}
 
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}
 
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}
  
 
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].
 
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].
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A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[downed]]'. [[Work#Doctor|Doctors]] will automatically rescue downed colonists.
 
{{TOCright}}
 
{{TOCright}}
  
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Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed.  
 
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed.  
  
Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if a arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.
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Damage also lowers a body part's efficiency, proportional to its health remaining. For example, if a arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.
  
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.
 
 
===Pain===
 
===Pain===
 
{{Main|Pain}}
 
{{Main|Pain}}
The greater the damage, the greater the [[pain]]. Pain is equal to <code>pain = (damage) * [[Health Difficulties|damage_type_factor]]</code>. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack.  
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The greater the damage, the greater the [[pain]]. Pain is equal to <code>pain = (damage / healthscale) * damagetype</code>, where each [[damage type]] causes a different level of pain; see [[Health Difficulties]] for the full table. For humans, health scale = 1, so it has no impact for their pain.
  
Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Pain|Pain: Idealized]] precept.
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Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Memes|Pain is Virtue]] meme.
  
Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat, which prevents them from fighting. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]].  
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Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]].  
  
 
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the Painblock [[psycast]]{{RoyaltyIcon}}.
 
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the Painblock [[psycast]]{{RoyaltyIcon}}.
  
 
===Bleeding===
 
===Bleeding===
Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain [[Ailments#Blood_loss|blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]].  
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Bleeding is a common occurance from certain damage types. While an injury is bleeding, pawns will gain [[Ailments#Blood_loss|blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]].  
  
 
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.
 
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.
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The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Genes#Superclotting|Superclotting gene]] {{BiotechIcon}} rapidly stops bleeding. The ability added by the [[Genes#Coagulate|Coagulate]]{{BiotechIcon}} gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.
 
The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Genes#Superclotting|Superclotting gene]] {{BiotechIcon}} rapidly stops bleeding. The ability added by the [[Genes#Coagulate|Coagulate]]{{BiotechIcon}} gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.
  
==Related==
 
 
===Infection===
 
===Infection===
 
{{Main|Infection#Mechanics}}
 
{{Main|Infection#Mechanics}}
[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:
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[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. Missing body parts won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:
 
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.
 
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.
*Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.
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*Tend quality. The multipler is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.
 
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).
 
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).
 
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.
 
  
 
===Scarring===
 
===Scarring===
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}
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Scars are lasting markers of injuries. They ''permanently'' lower the health of the scarred body part, reducing their efficiency. They also cause a character a small amount of pain, even if the relevant body part is otherwise healed. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars, while brain damage will always be permanent.
Scars are lasting markers of injuries. When an injury scars, it ''permanently'' lowers the health of the scarred body part, reducing its efficiency. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.
 
  
 
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare.
 
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare.
  
===Trauma savant===
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==Healing==
{{Main|Ailments#trauma savant}}
 
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]
 
If a pawn receives physical damage to the brain, they have a 12% of receiving trauma savant. This [[ailment]] causes the following effects:
 
 
 
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.
 
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks
 
* Brain function is restored, as if it was not injured
 
 
 
Trauma savant can be cured with a [[healer mech serum]]. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).
 
 
 
It can also be cured with a [[resurrector mech serum]]. If a pawn dies, and their [[corpse]] doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the [[Ideology DLC]], you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse.
 
 
 
== Healing ==
 
{{Stub|section=1|reason=Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.}}
 
 
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.
 
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.
  
=== Healing Rate ===
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===Healing Rate===
{{Stub|section=1|reason=Other beds - royal bed, slab bed, dbl slab bed, ancient bed, crib. Don't trust pages, verify in code/game. Verify order of operations of genes and then example to include on row with a gene}}
 
 
Every {{ticks|600}}, <font color="#390">'''''heal rate'' &times; 0.01'''</font> points of damage are healed from a randomly selected (non-permanent) wound, or an average recovery of ''heal rate'' points of damage per in-game day ([[Time|60,000 ticks]]). This healing reduces the severity of the injury, until the body part is fully recovered.
 
Every {{ticks|600}}, <font color="#390">'''''heal rate'' &times; 0.01'''</font> points of damage are healed from a randomly selected (non-permanent) wound, or an average recovery of ''heal rate'' points of damage per in-game day ([[Time|60,000 ticks]]). This healing reduces the severity of the injury, until the body part is fully recovered.
  
 
The exact heal rate is determined by adding up three factors:
 
The exact heal rate is determined by adding up three factors:
  
* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.
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* '''Default healing rate''': All pawns have a base heal rate of <font color="#390">'''8'''</font>.
* '''Is the pawn lying down or in a bed?''':  
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* '''Is the pawn lying down or in a bed?''': <font color="#390">'''+4'''</font> for resting on a [[sleeping spot]] or the ground, <font color="#390">'''+8'''</font> for resting on a [[bed]] / [[bedroll]], and <font color="#390">'''+14'''</font> for resting on a [[hospital bed]].
** {{+|4}} for resting on a [[sleeping spot]] or the ground
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* '''Is the wound tended?''': <font color="#390">'''+4'''</font> for 0% [[tend quality]] and <font color="#390">'''+0.08'''</font> per percentgae of quality, up to <font color="#390">'''+12'''</font> at 100% tend quality.
** {{+|8}} for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]
 
** {{+|14}} for resting on a [[hospital bed]].
 
* '''Is the wound tended?''': {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.
 
* '''Does the pawn have one of the following [[Genes#Healing|Genes]]:'''{{BiotechIcon}}{{Check Tag|Verify OoP|Verify order of operations with additive bonus from lying down/laying it bed.}}
 
** {{Bad|x50%}} with [[slow wound healing]] gene.{{BiotechIcon}}
 
** {{Good|x200%}} with [[fast wound healing]] gene.{{BiotechIcon}}
 
** {{Good|x400%}} with [[superfast wound healing]] gene.{{BiotechIcon}}
 
 
 
 
[[Immunity Gain Speed]] has no impact on injury recovery; it only impacts [[disease]]s.
 
[[Immunity Gain Speed]] has no impact on injury recovery; it only impacts [[disease]]s.
  
=== Example ===
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===Example===
 
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:
 
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:
 
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it will take <font color="#390">(20 &times; 60,000) / 8 = 150,000</font> ticks (2.5 in-game days) to fully heal.
 
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it will take <font color="#390">(20 &times; 60,000) / 8 = 150,000</font> ticks (2.5 in-game days) to fully heal.
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| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60
 
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60
 
|}
 
|}
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}
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Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.
  
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single "batch" of tending. For patients with many bleeding wounds, the difference can easily be life or death.
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While bleeding wounds can be stopped by any quaity of treatment, medicine can treat multiple small wounds in a single "batch" of tending. For patients with many bleeding wounds, the difference can easily be life or death.
  
 
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.
 
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.
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While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.
 
While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.
  
Similarly to beauty modifiers [[kind]] and blind pawns do not gain nor lose any opinion based on disfigurement. Pawns with the [[Blindsight]] ideoligion{{IdeologyIcon}} instead revere pawns with destroyed eyes.
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Similarly to beauty modifiers, [[Traits#ascetic|ascetic]], [[Traits#kind|kind]], and blind pawns do not gain nor lose any opinion based on disfigurement. Pawns with the [[Blindsight]] ideoligion{{IdeologyIcon}} instead revere pawns with destroyed eyes.
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==Trauma Savant==
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{{Move|destination=Ailments}}
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{{Stub|reason=Treatable by other methods now - details and analysis changes needed.}}
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[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]
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A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall.
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Trauma Savant removes all ability to socialise, trade, or recruit by capping the pawn's capacity of Talking and Hearing at 0%;  In exchange, the pawn's Manipulation is increased by 50%, and they regain full brain function (meaning Consciousness and other functions will be normal) - this is great for doctors, crafters, general workers, and melee combat pawns (all of which rely on Manipulation and are not capped on its usage), but it'll make affected wardens or traders completely useless at that aspect.
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There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.
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While Trauma Savant can be cured, it is difficult and expensive; it is usually better to take advantage of the increased manipulation.
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To cure Trauma Savant, you will need a [[Healer mech serum]]; however this will heal the brain scarring first, so you have to either use multiple Healer mech serums or first apply Luciferium which will eventually heal all the scarring, at which point you can apply the Healer mech serum when Trauma Savant is the only health negative left.
  
== Trivia ==
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==Trivia==
 
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors.  Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.
 
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors.  Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.
  
 
[[Category:Health]]
 
[[Category:Health]]

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