Difference between revisions of "Injury"

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{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}
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{{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]].
 
{{TOCright}}
 
{{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 as of Alpha 17, up from 50 real-time seconds in previous versions.
 
 
* 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 15%.
 
 
===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==
+
==Injury types==
<includeonly>
+
{{main|Health Difficulties}}
''Main Article: [[Injury#Scarring|Scarring]]''
+
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]]
</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 [[#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. 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.
+
==Summary==
 +
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.
  
It is possible to remove the pain from scars by [[Health#Limb_Replacement|replacing the scarred body part]]. This is obviously only possible for limbs and eyes as there's no way to remove the torso, neck or head.  
+
===Damage===
 +
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed.  
  
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.
+
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.
 +
===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.  
  
<noinclude>
+
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==
+
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]].  
Heart Attacks can randomly occur on any pawn 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]].
 
  
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>
+
===Bleeding===
50-60% of LE: 99,999,999 - 2,500<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]].
60-100% of LE: 2,500 - 300<br>
 
  
Examples of intervals and chances:<br>
+
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.
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 ===
+
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.
A heart attack has 3 stages.
 
  
'''Painful: 0 - 59% severity'''
+
==Related==
*Consciousness x50%
+
===Infection===
*Pain +40%
+
{{Main|Infection#Mechanics}}
'''Debilitating: 60 - 99% severity'''
+
[[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:
*Consciousness max 10%
+
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.
*Pain +60%
+
*Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.
'''Fatal: 100% severity'''
+
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).
*Death
 
  
==== Progression ====
+
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.
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.
 
  
==== Treatment ====
+
===Scarring===
Like injuries, medicine can be used to treat a 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.
  
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.  
+
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===
 +
{{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:
  
==Old Age==
+
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.
{{main|Ailments}}
+
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks
 +
* Brain function is restored, as if it was not injured
  
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.
+
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).
  
=== Alzheimer's (From Age 36) ===
+
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.
* Consciousness
 
** -5%/-10% (Minor)
 
** -15%/-20% (Major)
 
* Thoughts will be removed occasionally
 
* Occasional Confused Wandering, like with Dementia
 
  
=== Artery Blockage (From Age 21) ===
+
== Healing ==
* Blood Pumping
+
{{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.}}
** -5%/-10% (Minor)
+
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.
** -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)
 
  
=== Asthma (From Age 2) ===
+
=== Healing Rate ===
* Breathing
+
{{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}}
** -5% (Minor)
+
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.
** -15%/-25% (Major)
 
* Applied to both lungs giving double the harmful effects
 
This can not be treated completely, but can be prevented from progressing, or have its severity reduced through treatment.
 
  
=== Bad back (From Age 41) ===
+
The exact heal rate is determined by adding up three factors:
* Movement: -30%
 
* Manipulation: -10%
 
  
=== Carcinoma (From Age 25) ===
+
* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.
* Pain (Note: 30% chance not to cause pain)
+
* '''Is the pawn lying down or in a bed?''':  
** 10%/20% (Minor)
+
** {{+|4}} for resting on a [[sleeping spot]] or the ground
** 35%/50% (Major)
+
** {{+|8}} for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]
** 60%/70% (Extreme)
+
** {{+|14}} for resting on a [[hospital bed]].
* Part Efficiency Loss
+
* '''Is the wound tended?''': {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.
** 10%/25% (Minor)
+
* '''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.}}
** 50%/80% (Major)
+
** {{Bad|x50%}} with [[slow wound healing]] gene.{{BiotechIcon}}
** 90%/Destroyed (Extreme)
+
** {{Good|x200%}} with [[fast wound healing]] gene.{{BiotechIcon}}
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 severe is if it's been in remission for long enough.<br>This is when below 0.15 severity.
+
** {{Good|x400%}} with [[superfast wound healing]] gene.{{BiotechIcon}}
  
=== Cataracts (From Age 49) ===
+
[[Immunity Gain Speed]] has no impact on injury recovery; it only impacts [[disease]]s.
* Part efficiency: -50%
 
  
=== Dementia (From Age 69) ===
+
=== Example ===
* Consciousness: -15%
+
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:
* Talking: -40%
+
* '''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.
* Hearing: -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)
* Occasional 'Confused Wandering' Mental Breaks
+
* '''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)
  
=== Frail (From Age 51) ===
+
== Medicine ==
* Movement: -30%
+
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:
* Manipulation: -30%
+
{| {{#if:{{{1|}}}|{{{1|}}}|class="wikitable"}}
 +
|-
 +
! 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}}
  
=== Hearing Loss (From Age 49) ===
+
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: -35%
 
* Applied to both ears giving a total of -70% hearing
 
  
Some of these 'injuries' can be replaced by natural or bionic implants.
+
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.
</noinclude>
 
  
==Trauma Savant==
+
== 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.  
+
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]
 +
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.
  
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.
+
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.
  
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.
+
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.
  
 +
== 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]]

Latest revision as of 05:17, 10 February 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
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Health Body Parts Capacities Injury Disease Ailments

Injury preview anim.gif

Injuries are physical damage to a living being. Humanoids, animals, and mechanoids can sustain injuries from many sources, which each have their own Damage Type.

Injury types[edit]

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[edit]

Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.

Damage[edit]

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.

Some damage can be permanent. See Scarring for more details.

Pain[edit]

The greater the damage, the greater the pain. Pain is equal to pain = (damage) * damage_type_factor. 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 ideoligionContent added by the Ideology DLC with the Pain: Idealized precept.

Excessive pain causes pain shock, the most common way to 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.

Mechanoids 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 psycastContent added by the Royalty DLC.

Bleeding[edit]

Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain 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 blood on the ground, making the area 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.

The coagulator Content added by the Royalty DLC implant halves the rate of blood loss, while the Superclotting gene Content added by the Biotech DLC rapidly stops bleeding. The ability added by the CoagulateContent added by the Biotech DLC gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.

Related[edit]

Infection[edit]

Infections 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 15,000 ticks (4.17 mins) to 45,000 ticks (12.5 mins), 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).

Animals are 20% as likely to receive an infection. Mechanoids can't get diseases.

Scarring[edit]

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 parts never scar, and replacing an organic part will cure any scars. Luciferium and the Scarless geneContent added by the Biotech DLC heal 1 scar every 15-30 days. A biosculpter podContent added by the Ideology DLC can do Bioregeneration, which costs Glitterworld medicine 2 glitterworld medicine and takes time to complete. A healer mech serum can heal scars, but is very rare.

Trauma savant[edit]

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 ×0% multiplier to Talking and Hearing, making the pawn unable to socialize.
  • +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[edit]

Injured colonists will recover from their wounds over time. Tending to a wound and resting in bed speeds up recovery.

Healing Rate[edit]

Every 600 ticks (10 secs), heal rate × 0.01 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 (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:

Immunity Gain Speed has no impact on injury recovery; it only impacts diseases.

Example[edit]

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 8, so it will take (20 × 60,000) / 8 = 150,000 ticks (2.5 in-game days) to fully heal.
  • Basic tend and resting: With a 40% tend quality (+7.2) and rest in a non-hospital bed (+8), they'll have a heal rate of 8 + 7.2 + 8 = 23.2, so it will take 51,724 ticks to heal (approximately 21 in-game hours)
  • Best quality care: With 100% tend quality (+12) and rest in a hospital bed (+14), they'll have a heal rate of 8 + 12 + 14 = 34, so it will take 35,294 ticks to heal (approximately 14 hours in game)

Medicine[edit]

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:

Medicine Potency
Doctor care but no medicine.png None 0.30
Herbal medicine Herbal medicine 0.60
Medicine Medicine 1.00
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.[Verify]

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.

Medicine is also useful for treating disease, where tend quality is more impactful, and performing surgery, which is boosted greatly by medicine.

Disfigured[edit]

Damage to the nose caused Hairy to become disfigured

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, 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 ideoligionContent added by the Ideology DLC instead revere pawns with destroyed eyes.

Trivia[edit]

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.