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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.
* [[Psychic rituals#List of rituals|Death refusal]]: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.
 
  
 
=== Asthma ===
 
=== Asthma ===
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|}
 
|}
  
Can only be cured with [[luciferium]], a [[healer mech serum]], implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.
+
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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|-
 
|-
 
| '''Middle-stage''' || >0.333 Severity ||
 
| '''Middle-stage''' || >0.333 Severity ||
* {{--|15%}} [[Moving]]
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* -15% [[Moving]]
 
|-
 
|-
 
| '''Late-stage''' || >0.666 Severity||
 
| '''Late-stage''' || >0.666 Severity||
 
* [[Vomiting]] (''MTB of 5 days'')
 
* [[Vomiting]] (''MTB of 5 days'')
* {{--|30%}} [[Moving]]
+
* -30% [[Moving]]
 
|-
 
|-
 
| '''''Birth''''' || 1.0 Severity||
 
| '''''Birth''''' || 1.0 Severity||
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=== Sterilized ===
 
=== Sterilized ===
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}
+
{{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]]. Male humans can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy.{{BiotechIcon}} It is currently unknown if there are other sources or if female humans can be affected.
+
Humans with the "Sterilized" health trait can only be healed with a [[healer mech serum]], reverting the human's reproductive system.{{Check Tag|Can humans get the Sterilized condition without dev?}}
  
 
== 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]].
 
==Bliss lobotomy==
 
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty and makes a pawn incapable of everything but combat, dumb labor, animal work and doctoring (without cheering up patients). Can generate on [[cultist]] raiders or be deliberately induced via a ritual.
 
  
 
== General ==
 
== General ==
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* Impaired [[manipulation]] (×90%)
 
* Impaired [[manipulation]] (×90%)
 
* Reduced [[blood filtration]] (×95%)
 
* Reduced [[blood filtration]] (×95%)
* Slower [[Eating speed|eating]] (×50%)
+
* 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%)
* Much slower [[Eating speed|eating]]  (×30%)
+
* 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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Food poisoning can only minimized by manipulating the factors that cause it 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.  
 
Food poisoning can only minimized by manipulating the factors that cause it 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 practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.
+
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] does cure it, but this is never worthwhile. 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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* [[Neural heat dump]], lasting 1 day.
 
* [[Neural heat dump]], lasting 1 day.
 
* [[Neuroquake]], lasting 5 days.
 
* [[Neuroquake]], lasting 5 days.
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].
+
* [[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.  
  

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