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− | {{ | + | {{TOCright}} |
+ | <includeonly> | ||
+ | ''Main Article: [[Injury]]'' | ||
+ | </includeonly> | ||
+ | [[human|Humanoids]], [[animal|animals]], and [[mechanoid|mechanoids]] sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage_Types|Damage Type]]. [[Colonist|Colonists]], visitors, and [[prisoner|prisoners]] can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]]. | ||
+ | A colonist in shock from extreme pain or incapacitated due to loss of movement becomes 'downed'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists. | ||
+ | {{clear}} | ||
+ | ==Health Difficulties== | ||
+ | {{:Health Difficulties}} | ||
+ | |||
+ | <noinclude> | ||
+ | |||
+ | ==Feelin' the Pain== | ||
+ | {{:Pain}} | ||
+ | </noinclude> | ||
− | + | ==Non-Local Injuries== | |
− | + | <includeonly> | |
+ | ''Main Article: [[Injury#Non-Local Injuries|Non-Local Injuries]]'' | ||
+ | |||
+ | Some injuries are not applied to specific body parts, but listed as affecting the entire body of a pawn. They are as follows: | ||
+ | *Starvation | ||
+ | *Blood Loss | ||
+ | *Suffocation | ||
+ | *Shock | ||
+ | *Concussions | ||
+ | *Heat stroke | ||
+ | *Hypothermia | ||
+ | </includeonly> | ||
+ | <noinclude> | ||
+ | ===Starvation=== | ||
+ | When a pawn's [[#Eating|food]] meter reaches 0% they will begin to suffer from [[malnutrition]], shown on the Health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring. | ||
+ | * Malnutrition starts at 0%; upon reaching 100%, the pawn will die. | ||
+ | * Malnutrition (trivial): consciousness -5%, 150% hunger rate | ||
+ | * Malnutrition (minor): consciousness -10%, 160% hunger rate | ||
+ | * Malnutrition (moderate): consciousness -20%, 160% hunger rate | ||
+ | * Malnutrition (severe): consciousness -30%, 160% hunger rate | ||
+ | * Malnutrition (extreme): consciousness max 10% | ||
+ | * Malnutrition (100% severity): death | ||
+ | |||
+ | ===Blood Loss=== | ||
+ | Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the Health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under Whole Body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom. | ||
+ | |||
+ | Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover. | ||
+ | |||
+ | * Blood loss starts at 0%; upon reaching 100%, the pawn will die. | ||
+ | * Blood loss (minor): consciousness -10% | ||
+ | * Blood loss (moderate): consciousness -20% | ||
+ | * Blood loss (severe): consciousness -40% | ||
+ | * Blood loss (extreme): consciousness max 10% | ||
+ | * Blood loss (100% severity): death | ||
+ | |||
+ | ===Shock=== | ||
+ | Caused by extreme [[#Feelin' the Pain|pain]], it incapacitates the affected target. There are no other causes of shock besides pain currently. | ||
+ | |||
+ | Pawns go into shock if their amount of pain is greater than 80%, except for [[Traits|wimps]] which are downed at 20%. | ||
+ | |||
+ | ===Heatstroke=== | ||
+ | Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[Maximum_Comfortable_Temperature|maximum comfortable temperature]]. | ||
+ | * Heatstroke (initial): consciousness -5% | ||
+ | * Heatstroke (minor): consciousness -10%, moving -10% | ||
+ | * Heatstroke (serious): consciousness -20%, moving -30%, pain +15% | ||
+ | * Heatstroke (extreme): consciousness max 10%, pain +30% | ||
+ | * Heatstroke (100% severity): death | ||
+ | |||
+ | ===Hypothermia=== | ||
+ | Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum_Comfortable_Temperature|minimum comfortable temperature]]. | ||
+ | * Hypothermia (shivering): consciousness -5%, manipulation -8% | ||
+ | * Hypothermia (minor): consciousness -10%, manipulation -20%, moving -10% | ||
+ | * Hypothermia (serious): consciousness -20%, manipulation -50%, moving -30%, pain +15% | ||
+ | * Hypothermia (extreme): consciousness max 10%, pain +30% | ||
+ | * Hypothermia (100% severity): death | ||
+ | </noinclude> | ||
+ | |||
+ | ==Scarring== | ||
+ | <includeonly> | ||
+ | ''Main Article: [[Injury#Scarring|Scarring]]'' | ||
+ | </includeonly> | ||
+ | <includeonly> | ||
+ | Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. | ||
+ | </includeonly> | ||
+ | <noinclude> | ||
+ | Scars are permanent markers of injuries. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty. | ||
− | + | Scars can be caused by poor quality [[Health#Treatment|treatment]] or simply not treating wounds, though injuries have an inherently low chance to scar, as seen above. Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury. | |
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− | + | It is possible to remove the pain from some scars by surgically implanting [[Health#Limb_Replacement|artificial replacement]]s. Artificial body parts will never scar. | |
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− | + | Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury. | |
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− | + | Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life. | |
− | + | <noinclude> | |
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− | + | ==Heart Attack== | |
+ | Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]]. There must be more than 2 colonists on your colony for this to occur. | ||
− | + | The average interval between heart attacks is curved as follows (in days).<br> | |
− | + | 0-50% of LE: 99,999,999 - 99,999,999<br> | |
+ | 50-60% of LE: 99,999,999 - 2,500<br> | ||
+ | 60-100% of LE: 2,500 - 300<br> | ||
− | + | Examples of intervals and chances:<br> | |
− | + | 55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)<br> | |
+ | 80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day) | ||
− | + | === Stages === | |
+ | A heart attack has 3 stages. | ||
− | + | '''Painful: 0 - 59% severity''' | |
+ | *Consciousness x50% | ||
+ | *Pain +40% | ||
+ | '''Debilitating: 60 - 99% severity''' | ||
+ | *Consciousness max 10% | ||
+ | *Pain +60% | ||
+ | '''Fatal: 100% severity''' | ||
+ | *Death | ||
− | == | + | ==== Progression ==== |
− | = | + | Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity. |
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− | + | ==== Treatment ==== | |
+ | Like injuries, medicine can be used to treat a heart attack. | ||
− | + | Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. | |
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− | + | The maximum chance a particular treatment can succeed is 65%. | |
− | == | + | ==Old Age== |
− | {{ | + | {{main|Ailments}} |
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− | + | Strictly speaking, these aren't truly injuries but the result of old age taking its toll on a colonist's body. Chronic diseases are ''significantly'' more likely to occur past a pawn's life expectancy. All occurring ages are based on humans, and will obviously be different with animals dependent on life expectancy. Humans stop getting birthdays past the age of 99. | |
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− | + | Note that besides the treatments mentioned, all of the below are curable with [[healer mech serum]] and [[luciferium]]. | |
− | + | === Alzheimer's (From Age 36) === | |
+ | * Consciousness | ||
+ | ** -5%/-10% (Minor) | ||
+ | ** -15%/-20% (Major) | ||
+ | * Thoughts will be removed occasionally | ||
+ | * Occasional Confused Wandering, like with Dementia | ||
− | == | + | === Artery Blockage (From Age 21) === |
− | + | * Blood Pumping | |
− | + | ** -5%/-10% (Minor) | |
+ | ** -15%/-35% (Major) | ||
+ | ** -60% (Extreme) | ||
+ | *Death upon reaching 100% | ||
+ | *More Frequent Heart Attacks (on average every ... days) | ||
+ | ** 600/500 (Minor) | ||
+ | ** 300/200 (Major) | ||
+ | ** 120/Death (Extreme) | ||
+ | * Curable with [[prosthetic heart]], [[heart]], or [[bionic heart]] | ||
− | === | + | === Asthma (From Age 2) === |
− | + | * Breathing | |
− | + | ** -5% (Minor) | |
+ | ** -15%/-25% (Major) | ||
+ | * Applied to both lungs giving double the harmful effects | ||
+ | * Can be treated, which will prevent progression and limit severity. | ||
+ | * Curable with replacement [[lung]]s | ||
− | + | === Bad back (From Age 41) === | |
+ | * Movement: -30% | ||
+ | * Manipulation: -10% | ||
+ | * Curable with [[bionic spine]] | ||
− | + | === Carcinoma (From Age 25) === | |
− | * | + | * Pain (Note: 30% chance not to cause pain) |
− | ** | + | ** 10%/20% (Minor) |
− | ** | + | ** 35%/50% (Major) |
− | ** | + | ** 60%/70% (Extreme) |
− | * | + | * Part Efficiency Loss |
− | * | + | ** 10%/25% (Minor) |
− | ** | + | ** 50%/80% (Major) |
− | ** | + | ** 90%/Destroyed (Extreme) |
− | * | + | * Curable by replacing the affected organ, or surgically removing it if non-essential |
+ | Note that Carcinomas always start at 0.3 severity, meaning 20% pain and 25% efficiency loss. The only way a Carcinoma is at its least severity is if it's been in remission for long enough.<br>This is when below 0.15 severity. | ||
− | [[ | + | === Cataracts (From Age 49) === |
+ | * Part efficiency: -50% | ||
+ | * Curable with [[bionic eye]] and [[archotech eye]] | ||
− | === | + | === Dementia (From Age 69) === |
− | + | * Consciousness: -15% | |
− | * | + | * Talking: -40% |
− | * | + | * Hearing: -40% |
− | * '' | + | * Occasional 'Confused Wandering' Mental Breaks |
− | == | + | === Frail (From Age 51) === |
− | + | * Movement: -30% | |
− | + | * Manipulation: -30% | |
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− | + | === Hearing Loss (From Age 49) === | |
+ | * Part efficiency: -50% | ||
+ | * Curable with [[cochlear implant]] and [[bionic ear]] | ||
− | + | </noinclude> | |
− | == | + | ==Trauma Savant== |
− | + | 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 currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect. | |
− | + | 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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[[Category:Health]] | [[Category:Health]] |