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{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}
 
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}
 
 
{{TOCright}}
 
{{TOCright}}
  
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone.  
+
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. For physical damage, see [[injury]]. For treatable conditions, see [[disease]].
  
 
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.
 
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.
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Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].
 
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].
 
{{Heal Option Table}}
 
  
 
== Chronic ==
 
== Chronic ==
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=== Alzheimer's ===
 
=== Alzheimer's ===
{{stub|reason = "Forget memory" and "confused wandering" mechanics}}
 
 
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
 
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.
  
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}}
 
}}
 
|}
 
|}
 
'''Treatment:'''
 
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death.
 
* [[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.
 
  
 
=== Asthma ===
 
=== Asthma ===
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Treatment:
 
Treatment:
 
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.
 
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].
+
* Asthma can be cured by replacing the lung with a non-diseased one.
  
 
A human pawn can first get asthma at any age.
 
A human pawn can first get asthma at any age.
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}}
 
}}
 
|}
 
|}
 
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they "need treatment", although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.
 
  
 
=== Bad back ===
 
=== Bad back ===
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| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.
 
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.
 
|}
 
|}
Cataracts can be cured through the following methods:
+
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.
 
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once
 
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.
 
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}
 
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.
 
  
 
A human pawn can first get a cataract at age 49.
 
A human pawn can first get a cataract at age 49.
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=== Carcinoma ===
 
=== Carcinoma ===
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}
+
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed [[nuclear stomach]]s {{RoyaltyIcon}} create a carcinoma on the torso with an MTB of 120 days.
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective.  
 
  
 
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.
 
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.
  
 
A cancer has 3 stages; growing, stable and remission.
 
A cancer has 3 stages; growing, stable and remission.
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.
+
* When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.
 
* When stable, it neither grows nor regresses on its own.  
 
* When stable, it neither grows nor regresses on its own.  
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.
+
* When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.
  
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:
+
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.
* grow more slowly when in growing stage
 
:* some slow-growing carcinomas (something less than half)<!-- RE "something less than half" - it's .003 x a random factor from .45-1.65, so anything {< (.003 x .9) < .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random "x .45-1.65" is a straight-line %, or a bell curve, or something else. --> may stop or actually regress (very slowly) during their "growing" stage with good treatment
 
* slowly regress when stable
 
* regress quickly when in remission
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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Treatment:
 
Treatment:
 
* Treated every {{ticks|240000}}
 
* Treated every {{ticks|240000}}
* The carcinoma will disappear if severity reaches 0.
+
* Surgical removal; this needs 4 medicine (regular or above) and a doctor of medicine skill 10 or above, and has only 70% base chance to succeed
* "Excise carcinoma" surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
 
  
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.
+
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources including [[toxic buildup]] and [[nuclear stomach]]s {{RoyaltyIcon}} can happen at any age.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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| '''Dementia''' ||
 
| '''Dementia''' ||
 
* Impaired brain function (-15% part efficiency)
 
* Impaired brain function (-15% part efficiency)
** Effectively -15% [[Consciousness]]
+
* Impaired speech (-25%)
* Impaired [[Talking]] (-25%)
+
** Net loss of 40% speech including brain function loss
** Net loss of 40% [[Talking]] including brain function loss
+
* Impaired hearing (-25%)
* Impaired [[Hearing]] (-25%)
+
** Net loss of 40% hearing including brain function loss
** Net loss of 40% [[Hearing]] including brain function loss
 
 
* Confused wandering (''MTB of 5 days'')
 
* Confused wandering (''MTB of 5 days'')
 
* Slightly accelerated skill loss
 
* Slightly accelerated skill loss
**5% at day 4
 
**15% at day 12
 
**25% at day 20
 
 
|}
 
|}
 +
<!--
 +
according to a curve, in loss of a skill level per day:
 +
**0.05% at level 4
 +
**0.15% at level 12
 +
**0.25% at level 20
 +
-->
  
 
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.
 
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.
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|-
 
|-
 
| '''Artery blockage (extreme)''' || 100% severity ||
 
| '''Artery blockage (extreme)''' || 100% severity ||
* [[Death]]
+
* Death
 
|}
 
|}
  
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Can be partially mitigated with one or two [[cochlear implant]]s
 
Can be partially mitigated with one or two [[cochlear implant]]s
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.
+
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.
 
  
 
A human pawn can first get hearing loss at age 49.
 
A human pawn can first get hearing loss at age 49.
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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.
 
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Stage !! Usually Begins at !! Symptoms
+
! 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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|-
 
|-
 
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||
 
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||
* [[Death]]
+
* Death
 
|}
 
|}
 
<!-- The duration of the different symptoms are approximate -->
 
<!-- The duration of the different symptoms are approximate -->
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=== Blood loss ===
 
=== Blood loss ===
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}
+
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent.  
 
  
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively.  
+
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.
  
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.
+
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
| '''Blood loss (minor)''' || ≥15% blood loss ||  
 
| '''Blood loss (minor)''' || ≥15% blood loss ||  
*{{--|10%}} [[Consciousness]]
+
*-10% [[Consciousness]]
 
|-
 
|-
 
| '''Blood loss (moderate)''' || ≥30% blood loss ||  
 
| '''Blood loss (moderate)''' || ≥30% blood loss ||  
*{{--|20%}} [[Consciousness]]
+
*-20% [[Consciousness]]
 
|-
 
|-
 
| '''Blood loss (severe)''' || ≥45% blood loss ||  
 
| '''Blood loss (severe)''' || ≥45% blood loss ||  
*{{--|40%}} [[Consciousness]]
+
*-40% [[Consciousness]]
 
|-
 
|-
 
| '''Blood loss (extreme)''' || ≥60% blood loss ||  
 
| '''Blood loss (extreme)''' || ≥60% blood loss ||  
*{{--|40%}} [[Consciousness]]
+
* [[Consciousness]] 10% max.
* [[Consciousness]] 10% max. (Unconsciousness)
 
 
|-
 
|-
 
| '''Blood loss (extreme)''' || 100% blood loss ||  
 
| '''Blood loss (extreme)''' || 100% blood loss ||  
* [[Death]]
+
* Death
 
|}
 
|}
  
 
=== Heatstroke ===
 
=== Heatstroke ===
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.
+
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C above their [[maximum comfortable temperature]].
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.
 
 
 
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.
 
====Severity Increase====
 
<!-- Data from Verse/HediffGiver_Heat.cs !-->
 
The procedure for determining severity growth every 60-tick interval is given by:
 
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).
 
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.
 
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval (60 ticks, 1 second).
 
# If the growth is less than <code>0.000375</code>, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.
 
:<code>Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(<i>ambient_temperature</i> - (<i>maximum_comfortable_temperature</i> + 10°C)))</code>
 
::<code><i>where </i>effective_temperature_curve()<i> is a post-processing curve with points</i>: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).</code>
 
{| class="wikitable"
 
|-
 
! Effective temperature curve
 
|-
 
| {{GraphChart
 
|width=600
 
|height=150
 
|type=line
 
|showSymbols=1
 
|x=0, 25, 50, 100, 200, 400, 4000
 
|y=0, 25, 40,  60,  80, 100, 1000
 
|xAxisMax = 1000
 
|yAxisMax = 250
 
|xAxisTitle = Temperature excess (°C)
 
|yAxisTitle = Effective temperature excess
 
}}
 
|}
 
 
 
<div style="display:inline-table; vertical-align:top;">
 
  
{| class="wikitable"
+
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated.  
|-class=static-row-header style=vertical-align:bottom
 
! Graph
 
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)
 
! style=max-width:15em | Growth per 60 ticks
 
! style=max-width:15em | Time to 100% severity (ticks)
 
! style=max-width:15em | Time to 100% severity (in-game time)
 
|-
 
| rowspan='9'|{{GraphChart
 
|width=200
 
|height=200
 
|type=line
 
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100
 
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6
 
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)
 
|yAxisTitle = Time to 100% Severity (hours)
 
}}
 
|0 || 0 || - || -
 
|-
 
| 5 || 0 || - || -
 
|-
 
| 10 || 0.000375 || 160000 || 2.7 days
 
|-
 
| 15 || 0.000375 || 160000 || 2.7 days
 
|-
 
| 20 || 0.000645 || 93023 || 1.6 days
 
|-
 
| 25 || 0.000967 || 62016 || 1 day
 
|-
 
| 100 || 0.003612 || 16611 || 6.6 hours
 
|-
 
| 300 || 0.005386 || 11141 || 4.5 hours
 
|-
 
| 4000 || 0.064339 || 933 || 0.4 hours
 
|}
 
</div>
 
  
====Severity Decrease====
+
The exact way the rate of severity gain is calculated is currently unknown to this wiki.  
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:
 
:<code>Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))</code>
 
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.
 
{{GraphChart
 
|width=200
 
|height=200
 
|type=line
 
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624
 
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0
 
|xAxisTitle = Time (hours)
 
|yAxisTitle = Heatstroke severity
 
}}
 
====Symptoms====
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|-
 
|-
 
| '''Heatstroke (100%)'''    || =1.00 Severity ||  
 
| '''Heatstroke (100%)'''    || =1.00 Severity ||  
* [[Death]]
+
* Death
 
|}
 
|}
  
 
=== Hypothermia ===
 
=== Hypothermia ===
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].
+
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].
 
 
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.
 
  
<!-- Data from Verse/HediffGiver_Hypothermia.cs !-->
+
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated.  
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:
 
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.
 
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.
 
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.
 
Expressed as a formula, this is:
 
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code>
 
  
<div style="display:inline-table; vertical-align:top;">
+
The exact way the rate of severity gain is calculated is currently unknown to this wiki.  
{| class="wikitable"
 
|-class=static-row-header style=vertical-align:bottom
 
! Graph
 
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)
 
! style=max-width:15em | Growth per 60 ticks
 
! style=max-width:15em | Time to 100% severity (ticks)
 
! style=max-width:15em | Time to 100% severity (in-game hours)
 
|-
 
| rowspan='8'|{{GraphChart
 
|width=200
 
|height=200
 
|type=line
 
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100
 
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1
 
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)
 
|yAxisTitle = Time to 100% Severity (hours)
 
|yAxisMin = 0
 
}}
 
| 0 || 0 || - || -
 
|-
 
| 5 || 0 || - || -
 
|-
 
| 10 || 0.00075 || 80000 || 32.0
 
|-
 
| 20 || 0.00075 || 80000 || 32.0
 
|-
 
| 25 || 0.000967 || 62016 || 24.8
 
|-
 
| 50 || 0.00258 || 23256 || 9.3
 
|-
 
| 100 || 0.005805 || 10336 || 4.1
 
|-
 
| 300 || 0.018705 || 3208 || 1.3
 
|}
 
</div>
 
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:
 
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code>
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 648: Line 499:
 
|-
 
|-
 
| '''Hypothermia (100%)'''    || =1.00 Severity ||  
 
| '''Hypothermia (100%)'''    || =1.00 Severity ||  
* [[Death]]
+
* Death
 
|}
 
|}
  
Line 658: Line 509:
 
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.
 
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.
  
<!-- Data from Verse/HediffGiver_Hypothermia.cs !-->
 
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:
 
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.
 
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.
 
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.
 
Expressed as a formula, this is:
 
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code>
 
{{GraphChart
 
|width=200
 
|height=200
 
|type=line
 
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100
 
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1
 
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)
 
|yAxisTitle = Time to 100% Severity (hours)
 
|yAxisMin = 0
 
}}
 
<div style="display:inline-table; vertical-align:top;">
 
{| class="wikitable"
 
|-class=static-row-header style=vertical-align:bottom
 
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)
 
! style=max-width:15em | Growth per<br>{{ticks|60}}
 
! style=max-width:15em | Real Time<br>to 63% severity
 
! style=max-width:15em | In-Game Time<br>to 63% severity
 
! style=max-width:15em | Real Time<br>to 100% severity
 
! style=max-width:15em | In-Game Time<br>to 100% severity
 
|-
 
| 0 || 0 || - || - || - || -
 
|-
 
| 5 || 0 || - || - || - || -
 
|-
 
| 10 
 
| 0.075% 
 
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}
 
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs
 
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }}
 
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs
 
|-
 
| 20 
 
| 0.075% 
 
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}
 
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs
 
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }}
 
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs
 
|-
 
| 25 
 
| {{#expr: (25-10)*0.0000645 * 100}}%
 
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs
 
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs
 
|-
 
| 50 
 
| {{#expr: (50-10)*0.0000645 * 100}}%
 
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs
 
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs
 
|-
 
| 100
 
| {{#expr: (100-10)*0.0000645 * 100}}%
 
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs
 
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs
 
|-
 
| 300
 
| {{#expr: (300-10)*0.0000645 * 100}}%
 
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs
 
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }}
 
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs
 
|}
 
</div>
 
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:
 
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code>
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Hypothermic slowdown (minor)''' || >0.04 Severity ||  
+
| '''Hypothermia (minor)''' || >0.04 Severity ||  
 
* [[Consciousness]] -5%
 
* [[Consciousness]] -5%
 
* [[Moving]] -8%
 
* [[Moving]] -8%
 
|-
 
|-
| '''Hypothermic slowdown (moderate)'''  || >0.20 Severity ||  
+
| '''Hypothermia (moderate)'''  || >0.20 Severity ||  
 
* [[Consciousness]] -20%
 
* [[Consciousness]] -20%
 
* [[Moving]] -20%
 
* [[Moving]] -20%
Line 748: Line 523:
 
* Hunger rate -10%
 
* Hunger rate -10%
 
|-
 
|-
| '''Hypothermic slowdown (serious)''' || >0.35 Severity ||  
+
| '''Hypothermia (serious)''' || >0.35 Severity ||  
 
* [[Consciousness]] -40%  
 
* [[Consciousness]] -40%  
 
* [[Moving]] -40%
 
* [[Moving]] -40%
Line 754: Line 529:
 
* Hunger rate -40%
 
* Hunger rate -40%
 
|-
 
|-
| '''Hypothermic slowdown (extreme)''' || >0.62 Severity ||  
+
| '''Hypothermia (extreme)''' || >0.62 Severity ||  
 
* [[Consciousness]] max. 10%
 
* [[Consciousness]] max. 10%
 
* Hunger rate -95%
 
* Hunger rate -95%
 
|}
 
|}
 
== Pregnancy ==
 
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}
 
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}
 
 
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.
 
 
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.
 
 
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message.
 
 
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.
 
 
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.
 
{| class="wikitable"
 
|-
 
! Stage !! Begins at !! Symptoms
 
|-
 
| '''Early-stage''' || >0 Severity ||
 
* [[Vomiting]] (''MTB of 2.5 days'')
 
|-
 
| '''Middle-stage''' || >0.333 Severity ||
 
* {{--|15%}} [[Moving]]
 
|-
 
| '''Late-stage''' || >0.666 Severity||
 
* [[Vomiting]] (''MTB of 5 days'')
 
* {{--|30%}} [[Moving]]
 
|-
 
| '''''Birth''''' || 1.0 Severity||
 
* Symptoms end
 
* Offspring is born
 
|}
 
 
=== Sterilized ===
 
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}
 
{{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.
 
 
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.
 
  
 
== Drug damage ==
 
== Drug damage ==
Line 816: Line 550:
 
* -10% [[Moving]]
 
* -10% [[Moving]]
 
|}
 
|}
 
Treatment:
 
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.
 
* Other than transplantation, only healer mech serum and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}
 
  
 
=== Chemical damage ===
 
=== Chemical damage ===
Line 838: Line 568:
  
 
Treatment:
 
Treatment:
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}
+
* Kidney chemical damage can be cured by replacing with a non-damaged kidney
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}
 
 
 
==Trauma savant==
 
Injuries to the brain can cause increased motor function, but loss of social capabilities.
 
{| class="wikitable"
 
|-
 
! Ailment !! Symptoms
 
|-
 
| '''Trauma savant''' ||
 
* +50% [[Manipulation]]
 
* x0% [[Talking]] and [[Hearing]]
 
* Brain damage does not affect part efficiency
 
|}
 
 
 
There is a 12% chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain. Can affect animals.
 
 
 
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]].
 
  
 
==Bliss lobotomy==
 
==Bliss lobotomy==
Line 874: Line 586:
 
|-
 
|-
 
| '''Cryptosleep sickness''' ||  
 
| '''Cryptosleep sickness''' ||  
* Frequent [[vomiting]] (''MTB of 3 hours'')
+
* Frequent vomiting (''MTB of 3 hours'')
 
* Impaired [[consciousness]] (×80%)
 
* Impaired [[consciousness]] (×80%)
 
* Impaired [[moving]] (×90%)
 
* Impaired [[moving]] (×90%)
Line 883: Line 595:
  
 
=== Food poisoning ===
 
=== Food poisoning ===
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat.  
+
Occurs after having eaten a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[Food poison chance]] stat, which in turn is controlled entirely by their [[Skills#Cooking|cooking skill]].
 +
{| class="wikitable"
 +
|-
 +
! Food Poison Chance from Room Cleanliness Only
 +
|-
 +
| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}
 +
|}
  
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%.  
+
Raw food has a flat chance of 2% of causing food poisoning. Cooked meals roll two two seperate probabilities to determine if the food is poisonined. The first is the chance to get food poisoning due to a "Filthy Kitchen" as determined by the [[cleanliness]] of the room containing the cooking station in use. See the accompanying graph for specifics. Note that cleanliness above -2 appears prevent this roll from producing poisoned meals. If the cooking station being used is not inside a room, it instead defaults to a 2% chance.  
  
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 the a second roll is performed, this time based on the [[food poison chance]] of the pawn. See that page for details on how the chance varies.  
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.
 
:{| class = "wikitable" width="180"
 
! Cooking Skill&nbsp;Level
 
! Chance from Skill&nbsp;Level
 
! Chance from Room Cleanliness
 
|-
 
| style="background-color:#F00000" align="center" | 0 || style="background-color:#F00000" align="center" | 5.00% || rowspan="10"| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}
 
|- style="background-color:#FF5500"
 
| align="center" | 1 || align="center" | 4.00%
 
|- style="background-color:#FBA933"
 
| align="center" | 2 || align="center" | 3.00%
 
  
|- style="background-color:#E3C933"
+
Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.
| align="center" | 3 || align="center" | 2.00%
+
{| class="wikitable"
|- style="background-color:#E3E933"
 
| align="center" | 4 || align="center" | 1.50%
 
|- style="background-color:#C3FF33"
 
| align="center" | 5 || align="center" | 1.00%
 
 
 
|- style="background-color:#B6FF00"
 
| align="center" | 6 || align="center" | 0.50%
 
|- style="background-color:#86FF00"
 
| align="center" | 7 || align="center" | 0.25%
 
|- style="background-color:#66FF00"
 
| align="center" | 8 || align="center" | 0.15%
 
 
 
|- style="background-color:#00FF00"
 
| align="center" | 9-20 || align="center" | 0.10%
 
|}
 
 
 
; Symptoms and progress:
 
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.
 
:{| class="wikitable"
 
 
|-
 
|-
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Food poisoning (initial)''' || 0–4 hours from onset ||
+
| '''Food poisoning (minor)''' || 0–4 hours from onset ||
* [[Vomiting]] (''MTB of 0.3 days'')
+
* Vomiting (''MTB of 0.3 days'')
* Some [[pain]] (+20%)
+
* Some pain (+20%)
 
* Impaired [[consciousness]] (×60%)
 
* Impaired [[consciousness]] (×60%)
 
* Impaired [[moving]] (×80%)
 
* Impaired [[moving]] (×80%)
 
* 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 ||
* [[Vomiting]] (''MTB of 0.2 days'')
+
* Vomiting (''MTB of 0.2 days'')
* Significant [[pain]] (+40%)
+
* Significant pain (+40%)
 
* Impaired [[consciousness]] (×50%)
 
* Impaired [[consciousness]] (×50%)
 
* Impaired [[moving]] (×50%)
 
* Impaired [[moving]] (×50%)
Line 943: Line 631:
 
|-
 
|-
 
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||
 
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||
* [[Vomiting]] (''MTB of 0.4 days'')
+
* Vomiting (''MTB of 0.4 days'')
* Some [[pain]] (+20%)
+
* Some pain (+20%)
 
* Impaired [[consciousness]] (×60%)
 
* Impaired [[consciousness]] (×60%)
 
* Impaired [[moving]] (×80%)
 
* Impaired [[moving]] (×80%)
 
* Impaired [[manipulation]] (×90%)
 
* Impaired [[manipulation]] (×90%)
 
* Reduced [[blood filtration]] (×95%)
 
* Reduced [[blood filtration]] (×95%)
* Slower [[Eating speed|eating]]  (×50%)
+
* Much slower [[Eating speed|eating]]  (×30%)
 
|}
 
|}
; Treatment and Prevention
 
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]] 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 penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.
 
  
 
=== Toxic buildup ===
 
=== Toxic buildup ===
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}
+
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. 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 dies, there is a chance that its corpse will instantly rot - this chance is equal to the 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}}.
 
 
 
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.
 
 
 
This 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]].
 
  
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.
+
Buildup is proportional to the [[toxic sensitivity]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.  
  
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.
+
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}.
  
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.
+
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 987: Line 660:
 
| '''Toxic buildup (moderate)''' || ≥40% severity ||
 
| '''Toxic buildup (moderate)''' || ≥40% severity ||
 
* -15% [[Consciousness]]
 
* -15% [[Consciousness]]
* [[Vomiting]] (''MTB of 5 days'')
+
* Vomiting (''MTB of 5 days'')
 
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')
 
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')
 
* [[Carcinoma]] (''MTB of 438 days to develop'')
 
* [[Carcinoma]] (''MTB of 438 days to develop'')
Line 993: Line 666:
 
| '''Toxic buildup (serious)''' || ≥60% severity ||
 
| '''Toxic buildup (serious)''' || ≥60% severity ||
 
* -25% [[Consciousness]]
 
* -25% [[Consciousness]]
* [[Vomiting]] (''MTB of 1 day'')
+
* Vomiting (''MTB of 1 day'')
 
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')
 
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')
 
* [[Carcinoma]] (''MTB of 111 days to develop'')
 
* [[Carcinoma]] (''MTB of 111 days to develop'')
Line 999: Line 672:
 
| '''Toxic buildup (extreme)''' || ≥80% severity ||
 
| '''Toxic buildup (extreme)''' || ≥80% severity ||
 
* Unconsciousness (Max. [[consciousness]] 10%)
 
* Unconsciousness (Max. [[consciousness]] 10%)
* [[Vomiting]] (''MTB of 0.5 day'')
+
* Vomiting (''MTB of 0.5 day'')
 
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')
 
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')
 
* [[Carcinoma]] (''MTB of 39 days to develop'')
 
* [[Carcinoma]] (''MTB of 39 days to develop'')
 
|-
 
|-
 
| '''Toxic buildup (extreme)''' || 100% severity ||
 
| '''Toxic buildup (extreme)''' || 100% severity ||
* [[Death]]
+
* Death
 
|}
 
|}
  
Line 1,016: Line 689:
 
It lasts between {{ticks|2500}} and {{ticks|3500}}.
 
It lasts between {{ticks|2500}} and {{ticks|3500}}.
  
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.
+
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the core code.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,039: Line 712:
 
* Unconscious ([[Consciousness]] max. 10%)
 
* Unconscious ([[Consciousness]] max. 10%)
 
|}
 
|}
 
=== Psychic coma ===
 
{{quote|"A form of benign coma during which the brain recovers from a psychic overload."|In-game description}}
 
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:
 
* [[Neural heat dump]], lasting 1 day.
 
* [[Neuroquake]], lasting 5 days.
 
* [[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.
 
 
It has the following effects:
 
* [[Consciousness]]: {{Bad|10%}} Max.
 
 
=== Psychic breakdown ===
 
{{Royalty|section=1}}
 
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}
 
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}
 
  
 
=== Biosculpting sickness ===
 
=== Biosculpting sickness ===
{{Ideology|section=1}}
+
{{Ideology|No category}}
 
{{quote|"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking."|In-game description}}
 
{{quote|"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking."|In-game description}}
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.
+
Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power.  
  
 
It lasts between {{ticks|8000}} and {{ticks|12000}}
 
It lasts between {{ticks|8000}} and {{ticks|12000}}
Line 1,071: Line 728:
 
* [[Moving]] ×90%
 
* [[Moving]] ×90%
 
* [[Manipulation]] ×90%
 
* [[Manipulation]] ×90%
* [[Vomiting]] (Mtb 0.125 days)
+
* Vomitting (Mtb 0.125 days)
 
|}
 
|}
 
=== Scanning sickness ===
 
{{Biotech|section=1}}
 
{{quote|"This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage."|In-game description}}
 
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:
 
* [[Consciousness]]: {{Bad|x75%}} (Post factors)
 
* [[Manipulation]]: {{Bad|x75%}} (Post factors)
 
* [[Moving]]: {{Bad|x75%}} (Post factors)
 
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}
 
* [[Mood]]: {{--|8}}
 
 
=== Bio-starvation ===
 
{{Biotech|section=1}}
 
{{quote|"This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation."|In-game description}}
 
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:
 
* [[Pain]]: {{++|15%}}
 
* [[Hunger Rate Factor]] offset: {{++|50%}}
 
* [[Consciousness]]: {{--|25%}}
 
 
=== Vomiting ===
 
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}
 
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.
 
 
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.
 
 
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn laying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from laying down? Does it wake them up?}}.
 
 
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.
 
  
 
== Surgical ==
 
== Surgical ==
Line 1,107: Line 736:
 
=== Anesthetic ===
 
=== Anesthetic ===
 
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.
 
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.
 
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,124: Line 751:
 
* Impaired [[metabolism]] (-20%
 
* Impaired [[metabolism]] (-20%
 
* Impaired [[sight]] (-15%)
 
* Impaired [[sight]] (-15%)
* [[Vomiting]] (''MTB of 0.25 days'')
+
* Vomiting (''MTB of 0.25 days'')
 
* Confused wandering (''MTB of 5 days'')
 
* Confused wandering (''MTB of 5 days'')
 
* Forget memory thought (''MTB of 5 days'')
 
* Forget memory thought (''MTB of 5 days'')
Line 1,134: Line 761:
 
* Impaired [[moving]] (-5%)
 
* Impaired [[moving]] (-5%)
 
* Impaired [[manipulation]] (-10%)
 
* Impaired [[manipulation]] (-10%)
* [[Vomiting]] (''MTB of 4 days'')
+
* Vomiting (''MTB of 4 days'')
 
* Confused wandering (''MTB of 50 days'')
 
* Confused wandering (''MTB of 50 days'')
 
|}
 
|}
Line 1,146: Line 773:
  
 
== Resurrection ==
 
== Resurrection ==
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.
+
These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn.
  
 
=== Resurrection sickness ===
 
=== Resurrection sickness ===
Line 1,156: Line 783:
 
|-
 
|-
 
| '''Resurrection sickness''' ||  
 
| '''Resurrection sickness''' ||  
* Loss of [[moving]] (×10%)
+
* Loss of [[moving]] (max. 10%)
* Loss of [[manipulation]] (×10%)
+
* Loss of [[manipulation]] (max. 10%)
* [[Vomiting]] (mtb. 0.5 days)
 
 
|}
 
|}
  
'''Treatment:'''
+
Treatment:
 
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}
 
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}
  
'''Probability:'''
+
Probability:
 
* 100% chance of being applied
 
* 100% chance of being applied
  
Line 1,180: Line 806:
 
|}
 
|}
  
'''Treatment:'''
+
Treatment:
 
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s
 
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s
  
'''Probability:'''
+
Probability:
 
* 2% chance when used at 0.1 days or less of decay
 
* 2% chance when used at 0.1 days or less of decay
 
* Linearly increases to 80% after 5 days decayed
 
* Linearly increases to 80% after 5 days decayed
  
 
=== Resurrection psychosis ===
 
=== Resurrection psychosis ===
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].
+
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.
  
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.
+
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,223: Line 849:
 
|-
 
|-
 
| '''Resurrection psychosis (catatonic)''' || 100% severity ||
 
| '''Resurrection psychosis (catatonic)''' || 100% severity ||
* [[Death]]
+
* Death
 
|}
 
|}
  
'''Treatments:'''
+
Treatments:
 
* Healer mech serum
 
* Healer mech serum
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)
+
* Allowing the pawn to die again, then resurrecting once more (rerolls the disease)
  
'''Probability of contracting:'''
+
Probability of contracting:
 
* 2% chance when used at 0.1 days or less of decay
 
* 2% chance when used at 0.1 days or less of decay
 
* Linearly increases to 80% after 5 days decayed
 
* Linearly increases to 80% after 5 days decayed
 
'''Prevention:'''
 
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].
 
  
 
== Heart attack ==
 
== Heart attack ==
Line 1,259: Line 882:
 
|-
 
|-
 
|'''Debilitating''' || 60% Severity ||  
 
|'''Debilitating''' || 60% Severity ||  
* [[Consciousness]] max. 10% (Unconsciousness)
+
* [[Consciousness]] max. 10% (Unconciousness)
 
* [[Pain]] +60%
 
* [[Pain]] +60%
 
|-
 
|-
 
|'''Fatal''' || 100% Severity ||  
 
|'''Fatal''' || 100% Severity ||  
* [[Death]]
+
* Death
 
|}
 
|}
  
Line 1,275: Line 898:
  
 
The maximum chance a particular treatment can succeed is 65%.
 
The maximum chance a particular treatment can succeed is 65%.
 
==== Prevention ====
 
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.
 
  
 
== Version history ==
 
== Version history ==
Line 1,286: Line 906:
 
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.
 
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.
 
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.
 
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.
 
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.
 
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn.
 
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.
 
  
 
[[Category:Health]]
 
[[Category:Health]]

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