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* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details. | * [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details. | ||
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness. | * [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness. | ||
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=== Asthma === | === Asthma === | ||
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|} | |} | ||
− | Can only be cured with [[luciferium]], a [[healer mech serum]] | + | Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}. |
A human pawn can first get frail at age 51. | A human pawn can first get frail at age 51. | ||
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=== Malnutrition === | === Malnutrition === | ||
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. | 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. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Stage !! | + | ! Stage !! Begins at !! Symptoms |
|- | |- | ||
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero || | | '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero || | ||
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|- | |- | ||
| '''Middle-stage''' || >0.333 Severity || | | '''Middle-stage''' || >0.333 Severity || | ||
− | * | + | * -15% [[Moving]] |
|- | |- | ||
| '''Late-stage''' || >0.666 Severity|| | | '''Late-stage''' || >0.666 Severity|| | ||
* [[Vomiting]] (''MTB of 5 days'') | * [[Vomiting]] (''MTB of 5 days'') | ||
− | * | + | * -30% [[Moving]] |
|- | |- | ||
| '''''Birth''''' || 1.0 Severity|| | | '''''Birth''''' || 1.0 Severity|| | ||
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=== Sterilized === | === Sterilized === | ||
− | {{Stub|section=1|reason= | + | {{Stub|section=1|reason=missing details sources mechanjcs etc.}} |
{{Quote|This creature's reproductive system has been permanently shut down.|Description}} | {{Quote|This creature's reproductive system has been permanently shut down.|Description}} | ||
[[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. | [[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. | ||
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The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work. | The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work. | ||
− | Humans with the "Sterilized" health trait can only be healed with a [[healer mech serum]] | + | Humans with the "Sterilized" health trait can only be healed with a [[healer mech serum]], reverting the human's reproductive system. |
== Drug damage == | == Drug damage == | ||
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Note that while it does negate the [[consciousness]] penalty from all brain damage (even from scars that didn't cause savant to appear), it does not negate the missing health, or the potential pain from the scar. To treat those problems, you must treat the brain damage itself. | Note that while it does negate the [[consciousness]] penalty from all brain damage (even from scars that didn't cause savant to appear), it does not negate the missing health, or the potential pain from the scar. To treat those problems, you must treat the brain damage itself. | ||
*Treatable with [[healer mech serum]]. | *Treatable with [[healer mech serum]]. | ||
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== General == | == General == | ||
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If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]]. | If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]]. | ||
− | + | ||
+ | The % for food poisoning is determined when the meal is created, and is then tied to that specific meal. | ||
:{| class = "wikitable" width="180" | :{| class = "wikitable" width="180" | ||
! Cooking Skill Level | ! Cooking Skill Level | ||
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* Impaired [[manipulation]] (×90%) | * Impaired [[manipulation]] (×90%) | ||
* Reduced [[blood filtration]] (×95%) | * Reduced [[blood filtration]] (×95%) | ||
− | * | + | * Much slower [[Eating speed|eating]] (×50%) |
|- | |- | ||
| '''Food poisoning (major)''' || 4–20 hours from onset || | | '''Food poisoning (major)''' || 4–20 hours from onset || | ||
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* Impaired [[manipulation]] (×80%) | * Impaired [[manipulation]] (×80%) | ||
* Reduced [[blood filtration]] (×85%) | * Reduced [[blood filtration]] (×85%) | ||
− | * | + | * Slower [[Eating speed|eating]] (×30%) |
|- | |- | ||
| '''Food poisoning (recovering)''' || 20–24 hours from onset || | | '''Food poisoning (recovering)''' || 20–24 hours from onset || | ||
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|} | |} | ||
; Treatment and Prevention | ; Treatment and Prevention | ||
− | Food poisoning can only minimized by manipulating the factors | + | Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. |
− | There is no | + | There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle. |
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning. | Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning. | ||
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Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. | Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. | ||
− | Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. | + | Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. |
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− | A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them | ||
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− | + | Buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]]. | |
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity. | The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity. | ||
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* [[Neural heat dump]], lasting 1 day. | * [[Neural heat dump]], lasting 1 day. | ||
* [[Neuroquake]], lasting 5 days. | * [[Neuroquake]], lasting 5 days. | ||
− | * [[Word of | + | * [[Word of Serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]]. |
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. | Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. | ||