Editing Injury

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
 
| {{Health_Nav}}
 
| {{Health_Nav}}
 
|}
 
|}
----
+
<hr>
 
<!-- End Nav -->
 
<!-- End Nav -->
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}
+
{{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>
  
{{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]].
+
==Non-Local Injuries==
{{TOCright}}
+
<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.
  
==Injury types==
+
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.
{{main|Health Difficulties}}
 
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and [[fire]] will burn. The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance of [[infection]]
 
  
==Summary==
+
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.
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.
 
  
===Damage===
+
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.
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.
+
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.
  
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.
+
<noinclude>
===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.
 
  
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.
+
==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.
  
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]].  
+
The average interval between heart attacks is curved as follows (in days).<br>
  
[[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}}.
+
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>
  
===Bleeding===
+
Examples of intervals and chances:<br>
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]].  
+
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)
  
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.
+
=== Stages ===
 +
A heart attack has 3 stages.
  
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.
+
'''Painful: 0 - 59% severity'''
 +
*Consciousness x50%
 +
*Pain +40%
 +
'''Debilitating: 60 - 99% severity'''
 +
*Consciousness max 10%
 +
*Pain +60%
 +
'''Fatal: 100% severity'''
 +
*Death
  
==Related==
+
==== Progression ====
===Infection===
+
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.
{{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:
 
*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.
 
*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.
+
==== Treatment ====
 +
Like injuries, medicine can be used to treat a heart attack.  
  
===Scarring===
+
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.  
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}
 
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.
+
The maximum chance a particular treatment can succeed is 65%.
  
===Trauma savant===
+
==Old Age==
{{Main|Ailments#trauma savant}}
+
{{main|Ailments}}
[[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.
+
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.
* {{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).
+
Note that besides the treatments mentioned, all of the below are curable with [[healer mech serum]] and [[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.
+
=== Alzheimer's (From Age 36) ===
 +
* Consciousness
 +
** -5%/-10% (Minor)
 +
** -15%/-20% (Major)
 +
* Thoughts will be removed occasionally
 +
* Occasional Confused Wandering, like with Dementia
  
== Healing ==
+
=== Artery Blockage (From Age 21) ===
{{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.}}
+
* Blood Pumping
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.
+
** -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]]
  
=== Healing Rate ===
+
=== Asthma (From Age 2) ===
{{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}}
+
* Breathing
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.
+
** -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
  
The exact heal rate is determined by adding up three factors:
+
=== Bad back (From Age 41) ===
 +
* Movement: -30%
 +
* Manipulation: -10%
 +
* Curable with [[bionic spine]]
  
* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.
+
=== Carcinoma (From Age 25) ===
* '''Is the pawn lying down or in a bed?''':  
+
* Pain (Note: 30% chance not to cause pain)
** {{+|4}} for resting on a [[sleeping spot]] or the ground
+
** 10%/20% (Minor)
** {{+|8}} for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]
+
** 35%/50% (Major)
** {{+|14}} for resting on a [[hospital bed]].
+
** 60%/70% (Extreme)
* '''Is the wound tended?''': {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.
+
* Part Efficiency Loss
* '''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.}}
+
** 10%/25% (Minor)
** {{Bad|x50%}} with [[slow wound healing]] gene.{{BiotechIcon}}
+
** 50%/80% (Major)
** {{Good|x200%}} with [[fast wound healing]] gene.{{BiotechIcon}}
+
** 90%/Destroyed (Extreme)
** {{Good|x400%}} with [[superfast wound healing]] gene.{{BiotechIcon}}
+
* 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.
  
[[Immunity Gain Speed]] has no impact on injury recovery; it only impacts [[disease]]s.
+
=== Cataracts (From Age 49) ===
 +
* Part efficiency: -50%
 +
* Curable with [[bionic eye]] and [[archotech eye]]
  
=== Example ===
+
=== Dementia (From Age 69) ===
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:
+
* Consciousness: -15%
* '''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.
+
* Talking: -40%
* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they'll have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it will take 51,724 ticks to heal (approximately 21 in-game hours)
+
* Hearing: -40%
* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they'll have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it will take 35,294 ticks to heal (approximately 14 hours in game)
+
* Occasional 'Confused Wandering' Mental Breaks
 +
* ''Not'' curable with [[luciferium]].
  
== Medicine ==
+
=== Frail (From Age 51) ===
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. Whenever a wound is tended, the quality is multiplied by the medicine given:
+
* Movement: -30%
{| {{#if:{{{1|}}}|{{{1|}}}|class="wikitable"}}
+
* Manipulation: -30%
|-
 
! Medicine !! Potency
 
|-
 
| [[File:Doctor care but no medicine.png|16px]] None || 0.30
 
|-
 
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60
 
|-
 
| {{Icon small|Medicine}} [[Medicine]] || 1.00
 
|-
 
| {{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}}
 
  
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.
+
=== Hearing Loss (From Age 49) ===
 +
* Part efficiency: -50%
 +
* Curable with [[cochlear implant]] and [[bionic ear]]
  
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.
+
</noinclude>
  
== Disfigured ==  
+
==Trauma Savant==
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]
+
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall.  
Disfigurement is caused by damage or destruction to the nose, eyes, ears, or jaw. It adds the "Disfigured {{--|15}}" opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part.
 
  
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.
+
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.
  
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.
+
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.
  
== 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.
 
  
 
[[Category:Health]]
 
[[Category:Health]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: