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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) * [[Health Difficulties|damagetype]]</code>. Most injuries have a damagetype factor of 1.25, or 1.25% pain/damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack.  
  
 
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.
 
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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===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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===Scarring===
 
===Scarring===
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}
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{{stub|section=1|reason=Scar information}}
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.
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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. Pawns can also start with scars on them. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent
  
 
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===
 
{{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 ==
 
== Healing ==
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=== Healing Rate ===
 
=== 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.
  
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* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.
 
* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.
* '''Is the pawn lying down or in a bed?''':  
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* '''Is the pawn lying down or in a bed?''': {{+|4}} for resting on a [[sleeping spot]] or the ground, {{+|8}} 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
 
** {{+|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.
 
* '''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.}}
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* '''[[Genes#Healing|Genes]]''':{{BiotechIcon}} Slow wound healing gives a {{Bad|x50%}} multiplier. Fast wound healing gives a {{Good|x200%}} boost. Superfast wound healing gives {{Good|x400%}}.
** {{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.
  
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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.{{Check Tag|Verify|Mechanics unknown}}
 
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}}
  
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, [[ascetic]], [[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 socialize, 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 ==
 
== Trivia ==

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