Difference between revisions of "Ailments"

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{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}
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{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}
 
{{TOCright}}
 
{{TOCright}}
  
''This article is about chronic [[health]] conditions that cannot be treated completely using medicine alone.  For physical damage, see [[Injury]].  For treatable conditions, see [[Disease]].
+
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone.  
  
'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.
  
 
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.
 
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.
  
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 ==
Ailments that come with age. EIther non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.
+
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.
  
===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.
  
 
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.
 
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Alzheimer's (minor)''' || >=0% severity ||
+
| '''Alzheimer's (minor)''' || ≥0% severity ||
 
* -5% part efficiency
 
* -5% part efficiency
* Confused wandering (''mtb of 12 days'')
+
* Confused wandering (''MTB of 12 days'')
* Forget memory (''mtb of 7 days'')
+
* Forget memory (''MTB of 7 days'')
 
|-
 
|-
| '''Alzheimer's (minor)''' || >=20% severity ||
+
| '''Alzheimer's (minor)''' || ≥20% severity ||
 
* -10% part efficiency
 
* -10% part efficiency
* Confused wandering (''mtb of 9 days'')
+
* Confused wandering (''MTB of 9 days'')
* Forget memory (''mtb of 4 days'')
+
* Forget memory (''MTB of 4 days'')
 
* ''0.15%'' of conditional thoughts nullified
 
* ''0.15%'' of conditional thoughts nullified
 
|-
 
|-
| '''Alzheimer's (major)''' || >=50% severity ||
+
| '''Alzheimer's (major)''' || ≥50% severity ||
 
* -15% part efficiency
 
* -15% part efficiency
* Confused wandering (''mtb of 7 days'')
+
* Confused wandering (''MTB of 7 days'')
* Forget memory (''mtb of 2 days'')
+
* Forget memory (''MTB of 2 days'')
 
* ''0.5%'' of conditional thoughts nullified
 
* ''0.5%'' of conditional thoughts nullified
 
|-
 
|-
| '''Alzheimer's (major)''' || >=80% severity ||
+
| '''Alzheimer's (major)''' || ≥80% severity ||
 
* -20% part efficiency
 
* -20% part efficiency
* Confused wandering (''mtb of 4 days'')
+
* Confused wandering (''MTB of 4 days'')
* Forget memory (''mtb of 0.8 days'')
+
* Forget memory (''MTB of 0.8 days'')
 
* ''1%'' of conditional thoughts nullified
 
* ''1%'' of conditional thoughts nullified
 
|}
 
|}
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Alzheimers Chance
+
! Alzheimers chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 62: Line 67:
 
|x=0, 33.6, 56, 72, 80, 120
 
|x=0, 33.6, 56, 72, 80, 120
 
|y=0, 0, 0.061, 0.12, 0.2, 0.3  
 
|y=0, 0, 0.061, 0.12, 0.2, 0.3  
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
  
===Asthma===
+
'''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 ===
 
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.
 
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.
  
Line 80: Line 90:
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Asthma (minor)''' || >=0% severity || -10% part efficiency
+
| '''Asthma (minor)''' || 0% severity || -10% part efficiency
 
|-
 
|-
| '''Asthma (major)''' || >=30% severity || -30% part efficiency
+
| '''Asthma (major)''' || 30% severity || -30% part efficiency
 
|-
 
|-
| '''Asthma (major)''' || >=45% severity || -50% part efficiency
+
| '''Asthma (major)''' || 45% severity || -50% part efficiency
 
|}
 
|}
  
 
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 the lung with a non-diseased one.
+
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].
  
A human pawn can first get Asthma at any age.
+
A human pawn can first get asthma at any age.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Asthma Chance
+
! Asthma chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 102: Line 112:
 
|x=0, 16, 24, 40, 120
 
|x=0, 16, 24, 40, 120
 
|y=0, 0.048, 0.096, 0.1344, 0.1344
 
|y=0, 0.048, 0.096, 0.1344, 0.1344
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
  
===Bad Back===
+
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 ===
 
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
 
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.
  
Line 119: Line 131:
 
|}
 
|}
  
A bad back can be cured by installing a [[bionic spine]]
+
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.
  
A human pawn can first get a Bad Back at age 41.
+
A human pawn can first get a bad back at age 41.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Bad Back Chance
+
! Bad back chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 132: Line 144:
 
|x=0, 40, 50, 60, 70, 80, 120
 
|x=0, 40, 50, 60, 70, 80, 120
 
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86
 
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
===Cataracts===
+
 
 +
=== Cataract ===
 
Milky-looking opacity in the eye. Cataracts impair vision.
 
Milky-looking opacity in the eye. Cataracts impair vision.
 
{| class="wikitable"
 
{| class="wikitable"
Line 142: Line 155:
 
! Ailment !! Symptoms
 
! Ailment !! Symptoms
 
|-
 
|-
| '''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 by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.
+
Cataracts can be cured through the following methods:
 +
* 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 Cataracts at age 49.
+
A human pawn can first get a cataract at age 49.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Cataracts Chance
+
! Cataract chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 157: Line 175:
 
|x=0, 48, 60, 70, 120
 
|x=0, 48, 60, 70, 120
 
|y=0, 0, 0.53, 1.1045, 1.1045
 
|y=0, 0, 0.53, 1.1045, 1.1045
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
===Carcinoma===
+
 
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.
+
=== 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 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 factor of 0.45 - 1.65.
+
* When growing, it progresses by 0.003 per day, multiplied by a random 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 factor of 0.7 - 1.5.
+
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.
  
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.
+
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:
 +
* 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"
 
|-
 
|-
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Carcinoma (minor)''' || >=0% severity ||
+
| '''Carcinoma (minor)''' || ≥0% severity ||
 
* Little pain (+10%)
 
* Little pain (+10%)
 
* -10% part efficiency
 
* -10% part efficiency
 
|-
 
|-
| '''Carcinoma (minor)''' || >=15% severity ||
+
| '''Carcinoma (minor)''' || ≥15% severity ||
 
* Moderate pain (+20%)
 
* Moderate pain (+20%)
 
* -25% part efficiency
 
* -25% part efficiency
 
|-
 
|-
| '''Carcinoma (major)''' || >=40% severity ||
+
| '''Carcinoma (major)''' || ≥40% severity ||
 
* Moderate pain (+35%)
 
* Moderate pain (+35%)
 
* -50% part efficiency
 
* -50% part efficiency
 
|-
 
|-
| '''Carcinoma (major)''' || >=60% severity ||
+
| '''Carcinoma (major)''' || ≥60% severity ||
 
* Acute pain (+50%)
 
* Acute pain (+50%)
 
* -80% part efficiency
 
* -80% part efficiency
 
|-
 
|-
| '''Carcinoma (extreme)''' || >=80% severity ||
+
| '''Carcinoma (extreme)''' || ≥80% severity ||
 
* Acute pain (+60%)
 
* Acute pain (+60%)
 
* -90% part efficiency
 
* -90% part efficiency
Line 202: Line 226:
 
Treatment:
 
Treatment:
 
* Treated every {{ticks|240000}}
 
* Treated every {{ticks|240000}}
* 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
+
* The carcinoma will disappear if severity reaches 0.
 +
* "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.
+
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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Carcinoma Chance
+
! Carcinoma chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 215: Line 240:
 
|x=0, 22.4, 80, 120
 
|x=0, 22.4, 80, 120
 
|y=0, 0, 0.11, 0.15
 
|y=0, 0, 0.11, 0.15
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
  
===Dementia===
+
=== Dementia ===
 
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.
 
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.
  
 +
It can only be healed with [[luciferium]] or a [[healer mech serum]].
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 229: Line 255:
 
| '''Dementia''' ||
 
| '''Dementia''' ||
 
* Impaired brain function (-15% part efficiency)
 
* Impaired brain function (-15% part efficiency)
* Impaired speech (-25%)
+
** Effectively -15% [[Consciousness]]
** Net loss of 40% speech including brain function loss
+
* Impaired [[Talking]] (-25%)
* Impaired hearing (-25%)
+
** Net loss of 40% [[Talking]] including brain function loss
** Net loss of 40% hearing including brain function loss
+
* Impaired [[Hearing]] (-25%)
* Confused wandering (''mtb of 5 days'')
+
** Net loss of 40% [[Hearing]] including brain function loss
 +
* 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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Dementia Chance
+
! Dementia chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 254: Line 278:
 
|x=0, 68, 76, 92, 120
 
|x=0, 68, 76, 92, 120
 
|y=0, 0, 0.93, 9.3, 9.3
 
|y=0, 0, 0.93, 9.3, 9.3
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
  
===Frail===
+
=== Frail ===
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.
+
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 271: Line 295:
 
|}
 
|}
  
Can only be cured with [[Luciferium]] or 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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Frail Chance
+
! Frail chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 284: Line 308:
 
|x=0, 50, 60, 70, 120   
 
|x=0, 50, 60, 70, 120   
 
|y=0, 0, 1.395, 2.604, 2.604
 
|y=0, 0, 1.395, 2.604, 2.604
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
===Artery Blockage===
 
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[Ailments#Heart Attack|heart attacks]].
 
  
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. <br>
+
=== Artery blockage ===
 +
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.
 +
 
 +
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.
 
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.
 
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.
 +
 
Artery blockages can be treated by replacing the heart.
 
Artery blockages can be treated by replacing the heart.
  
Line 299: Line 325:
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Artery blockage (minor)''' || >=0% severity ||
+
| '''Artery blockage (minor)''' || ≥0% severity ||
 
* -5% part efficiency
 
* -5% part efficiency
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 600 days'')
+
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')
 
|-
 
|-
| '''Artery blockage (minor)''' || >=20% severity ||
+
| '''Artery blockage (minor)''' || ≥20% severity ||
 
* -10% part efficiency
 
* -10% part efficiency
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 500 days'')
+
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')
 
|-
 
|-
| '''Artery blockage (major)''' || >=40% severity ||
+
| '''Artery blockage (major)''' || ≥40% severity ||
 
* -15% part efficiency
 
* -15% part efficiency
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 300 days'')
+
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')
 
|-
 
|-
| '''Artery blockage (major)''' || >=60% severity ||
+
| '''Artery blockage (major)''' || ≥60% severity ||
 
* -35% part efficiency
 
* -35% part efficiency
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 200 days'')
+
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')
 
|-
 
|-
| '''Artery blockage (extreme)''' || >=90% severity ||
+
| '''Artery blockage (extreme)''' || ≥90% severity ||
 
* -60% part efficiency
 
* -60% part efficiency
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 120 days'')
+
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')
 
|-
 
|-
 
| '''Artery blockage (extreme)''' || 100% severity ||
 
| '''Artery blockage (extreme)''' || 100% severity ||
* Death
+
* [[Death]]
 
|}
 
|}
  
A human pawn can first get an Artery blockage at age 21.
+
A human pawn can first get an artery blockage at age 21.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Artery blockage Chance
+
! Artery blockage chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 334: Line 360:
 
|x=0, 20, 24, 40, 80, 120   
 
|x=0, 20, 24, 40, 80, 120   
 
|y=0, 0, 0.1, 0.145, 0.16, 0.17
 
|y=0, 0, 0.1, 0.145, 0.16, 0.17
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
===Hearing Loss===
+
 
 +
=== Hearing loss ===
 
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
 
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.
 
{| class="wikitable"
 
{| class="wikitable"
Line 349: Line 376:
  
 
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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Hearing loss Chance
+
! Hearing loss chance
 
|-
 
|-
 
| {{GraphChart
 
| {{GraphChart
Line 362: Line 390:
 
|x=0, 48, 60, 70, 120
 
|x=0, 48, 60, 70, 120
 
|y=0, 0, 0.53, 1.11045, 1.11045
 
|y=0, 0, 0.53, 1.11045, 1.11045
|xAxisTitle = Pawn Age (Years)
+
|xAxisTitle = Pawn age (years)
 
|yAxisTitle = Chance/Birthday (%)
 
|yAxisTitle = Chance/Birthday (%)
 
}}
 
}}
 
|}
 
|}
  
==Acute==
+
== Acute ==
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).
+
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).
 +
 
 +
=== 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.
  
===Malnutrition===
+
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.  
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.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Stage !! Begins at !! Symptoms
+
! Stage !! Usually Begins at !! Symptoms
 
|-
 
|-
 
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||
 
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||
Line 397: Line 427:
 
|-
 
|-
 
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||
 
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||
* Unconscious ([[consciousness]] max 10%)
+
* Unconscious ([[consciousness]] max. 10%)
 
|-
 
|-
 
| '''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 -->
 
<!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day -->
 
<!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day -->
  
===Blood Loss===
+
=== Blood loss ===
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.
+
{{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 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 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.
+
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.  
  
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.
+
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.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 416: Line 447:
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''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 ||  
* [[Consciousness]] 10% max
+
*{{--|40%}} [[Consciousness]]
 +
* [[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 temperatures well above their [[Maximum Comfortable Temperature|maximum comfortable temperature]].
+
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.
 +
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.
  
'''N.b.''' 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"
 +
|-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>
  
The exact way the rate of severity gain is calculated is currently unknown to this wiki.  
+
====Severity Decrease====
 +
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"
 
|-
 
|-
Line 455: Line 566:
 
|-
 
|-
 
| '''Heatstroke (extreme)''' || >0.62 Severity ||  
 
| '''Heatstroke (extreme)''' || >0.62 Severity ||  
* [[Consciousness]] max 10%
+
* [[Consciousness]] max. 10%
 
* [[Pain]] +30%
 
* [[Pain]] +30%
 
|-
 
|-
 
| '''Heatstroke (100%)'''    || =1.00 Severity ||  
 
| '''Heatstroke (100%)'''    || =1.00 Severity ||  
*Death
+
* [[Death]]
 
|}
 
|}
  
===Hypothermia===
+
=== Hypothermia ===
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum Comfortable Temperature|minimum comfortable temperature]].
+
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]].
 +
 
 +
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.
  
'''N.b.''' 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 !-->
 +
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>
  
The exact way the rate of severity gain is calculated is currently unknown to this wiki.  
+
<div style="display:inline-table; vertical-align:top;">
 +
{| 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 488: Line 644:
 
|-
 
|-
 
| '''Hypothermia (extreme)''' || >0.62 Severity ||  
 
| '''Hypothermia (extreme)''' || >0.62 Severity ||  
* [[Consciousness]] max 10%
+
* [[Consciousness]] max. 10%
 
* [[Pain]] +30%
 
* [[Pain]] +30%
 
|-
 
|-
 
| '''Hypothermia (100%)'''    || =1.00 Severity ||  
 
| '''Hypothermia (100%)'''    || =1.00 Severity ||  
* Death
+
* [[Death]]
 
|}
 
|}
  
===Hypothermic Slowdown (Insectoid)===
+
=== Hypothermic slowdown ===
<blockquote><small>"A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation."</small></blockquote>
+
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}
  
[[Insectoids]] avoid Hypothermia and experience Hypothermic Slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].
+
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].
  
 
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
 
|-
 
|-
| '''Hypothermia (minor)''' || >0.04 Severity ||  
+
| '''Hypothermic slowdown (minor)''' || >0.04 Severity ||  
 
* [[Consciousness]] -5%
 
* [[Consciousness]] -5%
 
* [[Moving]] -8%
 
* [[Moving]] -8%
 
|-
 
|-
| '''Hypothermia (moderate)'''  || >0.20 Severity ||  
+
| '''Hypothermic slowdown (moderate)'''  || >0.20 Severity ||  
 
* [[Consciousness]] -20%
 
* [[Consciousness]] -20%
 
* [[Moving]] -20%
 
* [[Moving]] -20%
 
* [[Manipulation]] -20%
 
* [[Manipulation]] -20%
* Hunger Rate -10%
+
* Hunger rate -10%
 
|-
 
|-
| '''Hypothermia (serious)''' || >0.35 Severity ||  
+
| '''Hypothermic slowdown (serious)''' || >0.35 Severity ||  
 
* [[Consciousness]] -40%  
 
* [[Consciousness]] -40%  
 
* [[Moving]] -40%
 
* [[Moving]] -40%
 
* [[Manipulation]] -50%
 
* [[Manipulation]] -50%
* Hunger Rate -40%
+
* Hunger rate -40%
 
|-
 
|-
| '''Hypothermia (extreme)''' || >0.62 Severity ||  
+
| '''Hypothermic slowdown (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 ==
 
 
These ailments are caused by excess drug use.
 
These ailments are caused by excess drug use.
  
 
=== Cirrhosis ===
 
=== Cirrhosis ===
 
 
A degenerative liver disease caused by excessive alcohol consumption.
 
A degenerative liver disease caused by excessive alcohol consumption.
An otherwise healthy pawn with cirrhosis will have an [[Immunity Gain Speed|immunity gain speed]] of 70%, making them extremely vulnerable to disease.
+
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 542: Line 813:
 
| '''Cirrhosis''' ||  
 
| '''Cirrhosis''' ||  
 
* -60% part efficiency (liver)
 
* -60% part efficiency (liver)
* Slight [[Pain]] (+15%)
+
* Slight [[pain]] (+15%)
 
* -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 ===
 
 
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.
 
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.
  
Line 564: Line 838:
  
 
Treatment:
 
Treatment:
* Kidney chemical damage can be cured by replacing with a non-damaged kidney
+
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}
 +
* 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]].
  
 
== General ==
 
== General ==
 
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).
 
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).
  
===Cryptosleep sickness===
+
=== Cryptosleep sickness ===
 
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
 
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.
  
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the [[Scenario_system#Crashlanded|"Crashlanded" scenario]] have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.
+
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the "[[Scenario system#Crashlanded|Crashlanded]]" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 579: Line 871:
 
|-
 
|-
 
| '''Cryptosleep sickness''' ||  
 
| '''Cryptosleep sickness''' ||  
* Frequent vomiting (''mtb of 3 hours'')
+
* Frequent [[vomiting]] (''MTB of 3 hours'')
* Impaired [[Consciousness]] (x80%)
+
* Impaired [[consciousness]] (×80%)
* Impaired [[Moving]] (x90%)
+
* Impaired [[moving]] (×90%)
* Impaired [[Manipulation]] (x90%)
+
* Impaired [[manipulation]] (×90%)
 
|}
 
|}
 
Treatment:
 
Treatment:
 
* Wears off after {{ticks|10000}}
 
* Wears off after {{ticks|10000}}
  
===Food poisoning===
+
=== Food poisoning ===
Occurs after having eaten a contaminated meal or occasionally from raw food. The [[Food Poison Chance|chance of contamination]] for cooked meals is determined by the cook's [[Skills#Cooking|skill]] and the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared
+
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.
  
Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.
+
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%.
{| class="wikitable"
+
 
 +
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 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"
 +
| align="center" | 3 || align="center" | 2.00%
 +
|- 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 (minor)''' || 0-4 hours from onset ||
+
| '''Food poisoning (initial)''' || 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]] (x60%)
+
* Impaired [[consciousness]] (×60%)
* Impaired [[Moving]] (x80%)
+
* Impaired [[moving]] (×80%)
* Impaired [[Manipulation]] (x90%)
+
* Impaired [[manipulation]] (×90%)
* Reduced [[Blood Filtration]] (x95%)
+
* Reduced [[blood filtration]] (×95%)
* Much slower [[Eating Speed|eating]] (x50%)
+
* 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]] (x50%)
+
* Impaired [[consciousness]] (×50%)
* Impaired [[Moving]] (x50%)
+
* Impaired [[moving]] (×50%)
* Impaired [[Manipulation]] (x80%)
+
* Impaired [[manipulation]] (×80%)
* Reduced [[Blood Filtration]] (x85%)
+
* Reduced [[blood filtration]] (×85%)
* Much slower [[Eating Speed|eating]]  (x30%)
+
* Slower [[Eating speed|eating]]  (×30%)
 
|-
 
|-
| '''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]] (x60%)
+
* Impaired [[consciousness]] (×60%)
* Impaired [[Moving]] (x80%)
+
* Impaired [[moving]] (×80%)
* Impaired [[Manipulation]] (x90%)
+
* Impaired [[manipulation]] (×90%)
* Reduced [[Blood Filtration]] (x95%)
+
* Reduced [[blood filtration]] (×95%)
* Much slower [[Eating Speed|eating]]  (x30%)
+
* Slower [[Eating speed|eating]]  (×50%)
 
|}
 
|}
 +
; 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.
  
===Toxic buildup===
+
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.
  
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.
+
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.
  
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.  
+
=== 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]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity.  
  
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] 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}}.  
  
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.
+
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%.
 +
 
 +
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.
 +
 
 +
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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Toxic buildup (initial)''' || >=4% severity ||
+
| '''Toxic buildup (initial)''' || ≥4% severity ||
 
* -5% [[Consciousness]]
 
* -5% [[Consciousness]]
 
|-
 
|-
| '''Toxic buildup (minor)''' || >=20% severity ||
+
| '''Toxic buildup (minor)''' || ≥20% severity ||
 
* -10% [[Consciousness]]
 
* -10% [[Consciousness]]
 
|-
 
|-
| '''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'')
 
|-
 
|-
| '''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'')
 
|-
 
|-
| '''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]]
 
|}
 
|}
  
===Brain shock===
+
=== Brain shock ===
<blockquote><small>"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses."  - '''In-game description'''</small></blockquote>
+
{{quote|"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses."  - '''In-game description'''}}
 
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:
 
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:
 
* [[Learning assistant]] {{RoyaltyIcon}}
 
* [[Learning assistant]] {{RoyaltyIcon}}
Line 673: Line 1,013:
 
It lasts between {{ticks|2500}} and {{ticks|3500}}.
 
It lasts between {{ticks|2500}} and {{ticks|3500}}.
  
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the Core code.
+
Despite only occurring with implants from the [[Royalty DLC]], it is defined in the core code.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 680: Line 1,020:
 
|-
 
|-
 
| '''Brain shock''' ||
 
| '''Brain shock''' ||
* Unconscious ([[Consciousness]] max 10%)
+
* Unconscious ([[Consciousness]] max. 10%)
 
|}
 
|}
  
===Psychic shock===
+
=== Psychic shock ===
<blockquote><small>"A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off."  - '''In-game description'''</small></blockquote>
+
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural_Heat_Limit|Neural heat limits]] when psycasting {{RoyaltyIcon}}.
+
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.
  
 
It lasts {{ticks|7500}}.
 
It lasts {{ticks|7500}}.
Line 694: Line 1,034:
 
|-
 
|-
 
| '''Psychic shock''' ||
 
| '''Psychic shock''' ||
* Unconscious ([[Consciousness]] max 10%)
+
* Unconscious ([[Consciousness]] max. 10%)
 
|}
 
|}
  
===Biosculpting_sickness===
+
=== Psychic coma ===
{{Ideology|No category}}
+
{{quote|"A form of benign coma during which the brain recovers from a psychic overload."|In-game description}}
<blockquote><small>"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.'''</small></blockquote>
+
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:
Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power.  
+
* [[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 ===
 +
{{Ideology|section=1}}
 +
{{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.
  
 
It lasts between {{ticks|8000}} and {{ticks|12000}}
 
It lasts between {{ticks|8000}} and {{ticks|12000}}
Line 708: Line 1,064:
 
! Stage !! Symptoms
 
! Stage !! Symptoms
 
|-
 
|-
| '''Biosculpting_sickness''' ||
+
| '''Biosculpting sickness''' ||
* [[Consciousness]] x80%
+
* [[Consciousness]] ×80%
* [[Moving]] x90%
+
* [[Moving]] ×90%
* [[Manipulation]] x90%
+
* [[Manipulation]] ×90%
* Vomitting (Mtb 0.125 days)
+
* [[Vomiting]] (Mtb 0.125 days)
 
|}
 
|}
  
==Surgical==
+
=== 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 ==
 
These ailments happen with medical operations.
 
These ailments happen with medical operations.
  
===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 725: Line 1,111:
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Anesthetic (sedated)''' || 0-6 hours from onset ||
+
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||
* Unconscious ([[Consciousness]] max 1%)
+
* Unconscious ([[Consciousness]] max. 1%)
 
|-
 
|-
| '''Anesthetic (woozy)''' || 6-12 hours from onset ||
+
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||
* Reduced [[pain]] (x80%)
+
* Reduced [[pain]] (×80%)
* Impaired [[Consciousness]] (70% max)
+
* Impaired [[consciousness]] (70% max)
* Impaired [[Moving]] (-20%)
+
* Impaired [[moving]] (-20%)
* Impaired [[Manipulation]] (-20%)
+
* Impaired [[manipulation]] (-20%)
* 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'')
 
* Improved [[mood]] (+10)
 
* Improved [[mood]] (+10)
 
|-
 
|-
 
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||
 
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||
* Reduced [[pain]] (x95%)
+
* Reduced [[pain]] (×95%)
* Impaired [[Consciousness]] (90% max)
+
* Impaired [[consciousness]] (90% max)
* 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 754: Line 1,140:
  
 
==== Version history ====
 
==== Version history ====
 
 
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.
 
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.
  
 
== 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 769: Line 1,153:
 
|-
 
|-
 
| '''Resurrection sickness''' ||  
 
| '''Resurrection sickness''' ||  
* Loss of [[Moving]] (max 10%)
+
* Loss of [[moving]] (×10%)
* Loss of [[Manipulation]] (max 10%)
+
* Loss of [[manipulation]] (×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
  
 
=== Blindness ===
 
=== Blindness ===
 
 
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.
 
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.
  
Line 793: Line 1,177:
 
|}
 
|}
  
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 810: Line 1,193:
 
! Stage !! Begins at !! Symptoms
 
! Stage !! Begins at !! Symptoms
 
|-
 
|-
| '''Resurrection psychosis (hidden)''' || >=0% severity ||
+
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||
 
* No visible symptoms, doesn't show up in health tab
 
* No visible symptoms, doesn't show up in health tab
 
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.
 
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.
 
|-
 
|-
| '''Resurrection psychosis (early)''' || >=10% severity ||
+
| '''Resurrection psychosis (early)''' || ≥10% severity ||
* Frequent mental breaks (''mtb of 9 days'')
+
* Frequent mental breaks (''MTB of 9 days'')
 
|-
 
|-
| '''Resurrection psychosis (moderate)''' || >=25% severity ||
+
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||
 
* [[Consciousness]] -10%
 
* [[Consciousness]] -10%
* Frequent mental breaks (''mtb of 6 days'')
+
* Frequent mental breaks (''MTB of 6 days'')
 
|-
 
|-
| '''Resurrection psychosis (advanced)''' || >=40% severity ||
+
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||
 
* [[Consciousness]] -20%
 
* [[Consciousness]] -20%
* Frequent mental breaks (''mtb of 3 days'')
+
* Frequent mental breaks (''MTB of 3 days'')
 
|-
 
|-
| '''Resurrection psychosis (severe)''' || >=55% severity ||
+
| '''Resurrection psychosis (severe)''' || ≥55% severity ||
 
* [[Consciousness]] -30%
 
* [[Consciousness]] -30%
* Extremely frequent mental breaks (''mtb of 0.5 days'')
+
* Extremely frequent mental breaks (''MTB of 0.5 days'')
 
|-
 
|-
| '''Resurrection psychosis (total)''' || >=70% severity ||
+
| '''Resurrection psychosis (total)''' || ≥70% severity ||
 
* [[Consciousness]] -40%
 
* [[Consciousness]] -40%
* Extremely frequent mental breaks (''mtb of 0.25 days'')
+
* Extremely frequent mental breaks (''MTB of 0.25 days'')
 
|-
 
|-
| '''Resurrection psychosis (catatonic)''' || >=85% severity ||
+
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||
* Pawn becomes unconscious ([[Consciousness]] max 10%)
+
* Pawn becomes unconscious ([[Consciousness]] max. 10%)
 
|-
 
|-
 
| '''Resurrection psychosis (catatonic)''' || 100% severity ||
 
| '''Resurrection psychosis (catatonic)''' || 100% severity ||
* Death
+
* [[Death]]
 
|}
 
|}
  
Treatment:
+
'''Treatments:'''
*Healer Mech Serum
+
* Healer mech serum
*Allowing the pawn to die again, then resurrecting once more (rerolls the disease)
+
* Allowing the pawn to [[Death|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
  
==Heart Attack==
+
'''Prevention:'''
Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]]. There must be more than 2 colonists on your colony for this to occur.
+
* 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]].
  
The average interval between heart attacks is curved as follows (in days).<br>
+
== Heart attack ==
 +
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.
  
0-50% of LE: 99,999,999 - 99,999,999<br>
+
The average interval between heart attacks is curved as follows (in days):
50-60% of LE: 99,999,999 - 2,500<br>
+
* 0-50% of life expectancy: 99,999,999 - 99,999,999
60-100% of LE: 2,500 - 300<br>
+
* 50-60% of life expectancy: 99,999,999 - 2,500
 +
* 60-100% of life expectancy: 2,500 - 300
  
Examples of intervals and chances:<br>
+
Examples of intervals and chances:
55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)<br>
+
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)
80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day)
+
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)
  
===Stages===
+
=== Stages ===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 867: Line 1,252:
 
|-
 
|-
 
|'''Painful''' || 0% Severity ||  
 
|'''Painful''' || 0% Severity ||  
* [[Consciousness]] x50%
+
* [[Consciousness]] ×50%
 
* [[Pain]] +40%
 
* [[Pain]] +40%
 
|-
 
|-
 
|'''Debilitating''' || 60% Severity ||  
 
|'''Debilitating''' || 60% Severity ||  
* [[Consciousness]] max 10% (Unconciousness)
+
* [[Consciousness]] max. 10% (Unconsciousness)
 
* [[Pain]] +60%
 
* [[Pain]] +60%
 
|-
 
|-
 
|'''Fatal''' || 100% Severity ||  
 
|'''Fatal''' || 100% Severity ||  
*Death
+
* [[Death]]
 
|}
 
|}
  
Line 887: Line 1,272:
  
 
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 ==
* [[Version/0.7.581|0.7.581]] Added with Cataracts and bad back
+
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back
* [[Version/0.8.657|0.8.657]] - Hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas added
+
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.
* [[Version/0.9.722|0.9.722]] - Food poisioning added. Cryptosleep sickness added. Some ailments can now cause vomiting.
+
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.
 
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.
 
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.
* [[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]]

Latest revision as of 12:49, 9 February 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

Ailments are health conditions that cannot be treated completely using medicine alone.

"MTB" stands for "Mean Time Between", and is how it's presented in the game files.

Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.

Most permanent ailments are curable with body part replacements or usage of the healer mech serum.

Healing method table

Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter podsContent added by the Ideology DLC may help, but each has its own unique list of what it can and cannot cure.

The full comparison table between healing methods is collapsed due to length. Expand to view.

Condition Transplant Bionics Healer mech serum Luciferium Biosculpter podContent added by the Ideology DLC ScarlessContent added by the Biotech DLC
Alzheimer's Ex.png Ex.png Check.png Check.png Ex.png Check.png
Artery blockage Check.png Check.png Check.png Check.png Check.png Check.png
Dementia Ex.png Ex.png Check.png Check.png Ex.png Check.png
Carcinoma Ex.png Check.png Check.png Check.png Ex.png Check.png
Chemical damage
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png ?
Chemical damage
- Other
Ex.png Ex.png Check.png Ex.png Ex.png ?
Cirrhosis Check.png Ex.png Check.png Ex.png Ex.png ?
Frail Ex.png Ex.png Check.png Check.png Check.png Check.png
Cataracts Ex.png Check.png[One] Check.png[Both] Check.png[One or Both?] Check.png[Both] Check.png[One or Both?]
Bad back Ex.png Check.png Check.png Check.png Check.png ?
Hearing loss Ex.png Check.png[One] Check.png[Both] Check.png[One or Both?] Check.png[Both] Check.png[One or Both?]
Asthma Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC[One]
Check.png[Both] Check.png[One or Both?] Check.png[Both] Check.png[Both]
Toxic buildup Ex.png Ex.png Check.png Check.png Ex.png ?
Blood loss Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Ex.png Check.png Ex.png Check.png ?
Food poisoning Ex.png Ex.pngContent from Rimworld core game only
Ex.pngContent added by the Royalty DLC[Prev]
Check.png Ex.png Ex.png ?
Trauma savant Ex.png Ex.png Check.png Ex.png Ex.png ?
Resurrection psychosis Ex.png Ex.png Check.png Ex.png Ex.png Ex.png
Blindness Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both] Check.png[One or Both?]
Sterilized Ex.png Ex.png Check.png Ex.png Ex.png ?
Damaged
- Heart
Check.png Check.png Check.png Ex.png Ex.png ?
Damaged
- Liver
Check.png Ex.png Check.png Ex.png Ex.png ?
Damaged
- Kidney/Lung
Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png ?
Damaged
- Digits/Eyes/Ears/Tongue
Ex.png Check.png Check.png Ex.png Check.png ?
Damaged
- Jaw
Ex.png Check.png Check.png Ex.png Ex.png ?
Damaged
- Limbs/Stomach/Spine
Ex.png Check.png Check.png Ex.png Ex.png ?
Damaged
- Nose
Ex.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Royalty DLC
Check.png Ex.png Check.png ?
Scars
- Brain/Neck/Torso
Ex.png Ex.png Check.png Check.png Check.png Check.png
Scars
- Limbs/Eyes
Ex.png Check.png Check.png Check.png Check.png Check.png
Luciferium need Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png
Addictions Ex.png Ex.png Check.png Ex.png Ex.png ?
Malaria Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Sleeping sickness Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Flu Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Plague Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Gut worms Ex.png Check.png Check.png Ex.png Check.png ?
Muscle parasites Ex.png Ex.png Check.png Ex.png Check.png ?
Infection
- Limbs/Eyes
Ex.png Check.png Check.png Ex.png[IGS] Check.png ?
Infection
- Other
Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png ?
Fibrous mechanites Ex.png Ex.png Check.png Ex.png Ex.png ?
Sensory mechanites Ex.png Ex.png Check.png Ex.png Ex.png ?
Paralytic abasia Ex.png Ex.png Check.png Ex.png Ex.png ?
Scaria Ex.png Ex.png Check.png Ex.png Ex.png ?
Blood rot Ex.png Ex.png Check.png Ex.png Ex.png ?
^Both Heals both relevant organs if condition is present in both.
^One Heals only one organ, even if condition is present in both.
^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.

Chronic[edit]

Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.

Alzheimer's[edit]

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.

Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.

Stage Begins at Symptoms
Alzheimer's (minor) ≥0% severity
  • -5% part efficiency
  • Confused wandering (MTB of 12 days)
  • Forget memory (MTB of 7 days)
Alzheimer's (minor) ≥20% severity
  • -10% part efficiency
  • Confused wandering (MTB of 9 days)
  • Forget memory (MTB of 4 days)
  • 0.15% of conditional thoughts nullified
Alzheimer's (major) ≥50% severity
  • -15% part efficiency
  • Confused wandering (MTB of 7 days)
  • Forget memory (MTB of 2 days)
  • 0.5% of conditional thoughts nullified
Alzheimer's (major) ≥80% severity
  • -20% part efficiency
  • Confused wandering (MTB of 4 days)
  • Forget memory (MTB of 0.8 days)
  • 1% of conditional thoughts nullified

A human pawn can first get Alzheimer's at age 34.

Alzheimers chance

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 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[edit]

A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.

When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).

Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.

Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).

Stage Begins at Symptoms
Asthma (minor) ≥ 0% severity -10% part efficiency
Asthma (major) ≥ 30% severity -30% part efficiency
Asthma (major) ≥ 45% severity -50% part efficiency

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.
  • Asthma can be cured by replacing each affected lung with a healthy replacement.

A human pawn can first get asthma at any age.

Asthma chance

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 trained or pack animals. 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[edit]

Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.

Ailment Symptoms
Bad back

A bad back can be cured by installing a bionic spine, or with the use of biosculpter pod's bioregeneration cycleContent added by the Ideology DLC.

A human pawn can first get a bad back at age 41.

Bad back chance

Cataract[edit]

Milky-looking opacity in the eye. Cataracts impair vision.

Ailment Symptoms
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:

  • Replacing the affected eyes with a bionic or 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.Content added by the Ideology DLC
  • Via the Scarless gene.Content added by the Biotech DLC 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.

Cataract chance

Carcinoma[edit]

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 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 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.

Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:

  • grow more slowly when in growing stage
  • some slow-growing carcinomas (something less than half) may stop or actually regress (very slowly) during their "growing" stage with good treatment
  • slowly regress when stable
  • regress quickly when in remission
Stage Begins at Symptoms
Carcinoma (minor) ≥0% severity
  • Little pain (+10%)
  • -10% part efficiency
Carcinoma (minor) ≥15% severity
  • Moderate pain (+20%)
  • -25% part efficiency
Carcinoma (major) ≥40% severity
  • Moderate pain (+35%)
  • -50% part efficiency
Carcinoma (major) ≥60% severity
  • Acute pain (+50%)
  • -80% part efficiency
Carcinoma (extreme) ≥80% severity
  • Acute pain (+60%)
  • -90% part efficiency
Carcinoma (extreme) 100% severity
  • Affected part is destroyed

Treatment:

  • Treated every 240,000 ticks (66.67 mins)
  • The carcinoma will disappear if severity reaches 0.
  • "Excise carcinoma" surgery; this needs 4 medicine of industrial quality or above, 4,500 ticks (1.25 mins) of work, and a doctor with a medical skill of 10 or above. The surgery only has a 70% base chance to succeed.[Fact Check] Also note that if the surgery fails, there is a 25% chance that the patient dies. Thus, as the maximum 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 stomachsContent added by the Royalty DLC, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.

Carcinoma chance

Dementia[edit]

Dementia is simply the functionality of the brain declining, and affects all cognitive functions.

It can only be healed with luciferium or a healer mech serum.

Ailment Symptoms
Dementia
  • Impaired brain function (-15% part efficiency)
  • Impaired Talking (-25%)
    • Net loss of 40% Talking including brain function loss
  • Impaired Hearing (-25%)
    • Net loss of 40% Hearing including brain function loss
  • Confused wandering (MTB of 5 days)
  • Slightly accelerated skill loss
    • 5% at day 4
    • 15% at day 12
    • 25% at day 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.

Dementia chance

Frail[edit]

Generalized loss of muscle and bone density. Note that frail can stack with bad back.

Ailment Symptoms
Frail

Can only be cured with luciferium, a healer mech serum, or with the use of biosculpter pod's bioregeneration cycleContent added by the Ideology DLC.

A human pawn can first get frail at age 51.

Frail chance

Artery blockage[edit]

A blockage in one of the critical arteries in the heart. Heart artery blockages randomly induce heart attacks. Artery blockages can be treated by replacing the heart with a natural, prosthetic or bionic replacement, with a healer mech serum, with luciferium, or with the use of biosculpter pod's bioregeneration cycleContent added by the Ideology DLC.

Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.

Artery blockages can be treated by replacing the heart.

Stage Begins at Symptoms
Artery blockage (minor) ≥0% severity
Artery blockage (minor) ≥20% severity
Artery blockage (major) ≥40% severity
Artery blockage (major) ≥60% severity
Artery blockage (extreme) ≥90% severity
Artery blockage (extreme) 100% severity

A human pawn can first get an artery blockage at age 21.

Artery blockage chance

Hearing loss[edit]

Inability to hear quiet sounds due to degradation of hair cells in the cochlea.

Ailment Symptoms
Hearing loss
  • -50% part efficiency (results in 50% hearing if both ears are affected)

Can be partially mitigated with one or two cochlear implants Can be completely mitigated with a single bionic ear, even if the other ear remains affected. A bioregeneration cycleContent added by the Ideology DLC can completely cure hearing loss in both ears.

A human pawn can first get hearing loss at age 49.

Hearing loss chance

Acute[edit]

Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).

Malnutrition[edit]

When a pawn's 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.

Stage Usually Begins at Symptoms
Malnutrition (trivial) 0.0 days since hunger hit zero
  • -5% consciousness
  • +50% hunger rate
  • 1.5x more likely to start a social fight
Malnutrition (minor) 1.2 days since hunger hit zero
  • -10% consciousness
  • +60% hunger rate
  • 2x more likely to start a social fight
Malnutrition (moderate) 2.4 days since hunger hit zero
  • -20% consciousness
  • +60% hunger rate
  • 2.5x more likely to start a social fight
Malnutrition (severe) 3.5 days since hunger hit zero
  • -30% consciousness
  • +60% hunger rate
  • 3x more likely to start a social fight
Malnutrition (extreme) 4.7 days since hunger hit zero
Malnutrition (extreme) 5.9 days since hunger hit zero

Blood loss[edit]

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 bleeding injuries, has had blood harvested for hemogen packs,Content added by the Biotech DLC or has been fed on by a Bloodfeeder.Content added by the Biotech DLC Blood loss from multiple sources stacks additively.

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 packContent added by the Biotech DLC to recover 35%. The biosculpter pod's medic cycleContent added by the Ideology DLC 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.

Stage Begins at Symptoms
Blood loss (minor) ≥15% blood loss
Blood loss (moderate) ≥30% blood loss
Blood loss (severe) ≥45% blood loss
Blood loss (extreme) ≥60% blood loss
Blood loss (extreme) 100% blood loss

Heatstroke[edit]

Heat stroke occurs when a pawn has prolonged exposure to temperatures 10°C (18°F) above their maximum comfortable temperature, and recovery occurs in temperatures less than the 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[edit]

The procedure for determining severity growth every 60-tick interval is given by:

  1. Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).
  2. 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.
  3. Multiply the excess by 6.45e-5 to obtain the severity growth this interval (60 ticks, 1 second).
  4. If the growth is less than 0.000375, 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.
Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(ambient_temperature - (maximum_comfortable_temperature + 10°C)))
where effective_temperature_curve() is a post-processing curve with points: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).
Effective temperature curve
Graph Ambient Temperature - Maximum Comfortable Temperature (°C) Growth per 60 ticks Time to 100% severity (ticks) Time to 100% severity (in-game time)
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

Severity Decrease[edit]

If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:

Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))

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.

Symptoms[edit]

Stage Begins at Symptoms
Heatstroke (initial) >0.04 Severity
Heatstroke (minor) >0.20 Severity
Heatstroke (serious) >0.35 Severity
Heatstroke (extreme) >0.62 Severity
Heatstroke (100%) =1.00 Severity

Hypothermia[edit]

Hypothermia occurs when a pawn has prolonged exposure to temperatures 10°C (18°F) 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.

The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:

  1. Take the amount by which the pawn's minimum safe temperature (which is the minimum comfortable temperature -10°C) exceeds the ambient temperature.
  2. Multiply the excess by 6.45e-5 to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.
  3. If the growth is less than 0.00075, 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:

Increase in hypothermia severity every 60 ticks = max(0.00075, (degrees_below_comfortable - 10)*0.0000645)
Graph Minimum Comfortable Temperature - Ambient Temperature(°C) Growth per 60 ticks Time to 100% severity (ticks) Time to 100% severity (in-game hours)
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

Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:

Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))
Stage Begins at Symptoms
Hypothermia (shivering) >0.04 Severity
Hypothermia (minor) >0.20 Severity
Hypothermia (serious) >0.35 Severity
Hypothermia (extreme) >0.62 Severity
Hypothermia (100%) =1.00 Severity

Hypothermic slowdown[edit]

A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.

Insectoids avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no frostbite.

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.

The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:

  1. Take the amount by which the pawn's minimum safe temperature (which is the minimum comfortable temperature -10°C) exceeds the ambient temperature.
  2. Multiply the excess by 6.45e-5 to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.
  3. If the growth is less than 0.00075, 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:

Increase in hypothermia severity every 60 ticks = max(0.00075, (degrees_below_comfortable - 10)*0.0000645)
Minimum Comfortable Temperature - Ambient Temperature(°C) Growth per
60 ticks (1 sec)
Real Time
to 63% severity
In-Game Time
to 63% severity
Real Time
to 100% severity
In-Game Time
to 100% severity
0 0 - - - -
5 0 - - - -
10 0.075% 50,400 ticks (14 mins) 20.2 hrs 80,000 ticks (22.22 mins) 32 hrs
20 0.075% 50,400 ticks (14 mins) 20.2 hrs 80,000 ticks (22.22 mins) 32 hrs
25 0.09675% 39,070 ticks (10.85 mins) 15.6 hrs 62,016 ticks (17.23 mins) 24.8 hrs
50 0.258% 14,651 ticks (4.07 mins) 5.9 hrs 23,256 ticks (6.46 mins) 9.3 hrs
100 0.5805% 6,512 ticks (1.81 mins) 2.6 hrs 10,336 ticks (2.87 mins) 4.1 hrs
300 1.8705% 2,021 ticks (33.68 secs) 0.8 hrs 3,208 ticks (53.47 secs) 1.3 hrs

Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:

Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))
Stage Begins at Symptoms
Hypothermic slowdown (minor) >0.04 Severity
Hypothermic slowdown (moderate) >0.20 Severity
Hypothermic slowdown (serious) >0.35 Severity
Hypothermic slowdown (extreme) >0.62 Severity

Pregnancy[edit]

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-egglaying, female animals have a 50% chance to get pregnant from mating. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first 600 ticks (10 secs) this condition will be invisible, after which point a message will come up mentioning the pregnancy.

Humans can be pregnant only if the Biotech DLCContent added by the Biotech DLC 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.

Stage Begins at Symptoms
Early-stage >0 Severity
Middle-stage >0.333 Severity
Late-stage >0.666 Severity
Birth 1.0 Severity
  • Symptoms end
  • Offspring is born

Sterilized[edit]

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 500 ticks (8.33 secs) of work.

Humans with the "Sterilized" health trait can only be healed with a healer mech serum. Male humans can[Will?] receive the sterilized ailment from a failed vasectomy.Content added by the Biotech DLC It is currently unknown if there are other sources or if female humans can be affected.

Drug damage[edit]

These ailments are caused by excess drug use.

Cirrhosis[edit]

A degenerative liver disease caused by excessive alcohol consumption. An otherwise healthy pawn with cirrhosis will have an immunity gain speed of 70%, making them extremely vulnerable to disease.

Ailment Symptoms
Cirrhosis
  • -60% part efficiency (liver)
  • Slight pain (+15%)
  • -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.[Fact Check]

Chemical damage[edit]

Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.

Ailment Symptoms
Chemical damage (moderate)
  • -50% part efficiency
  • Always applied to the brain
Chemical damage (severe)
  • -80% part efficiency
  • Always applied to the kidneys

Treatment:

Trauma savant[edit]

Injuries to the brain can cause increased motor function, but loss of social capabilities.

Ailment Symptoms
Trauma savant

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.

General[edit]

These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).

Cryptosleep sickness[edit]

After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.

Occurs after having been in a ship cryptosleep casket or a cryptosleep casket for any amount of time. The colonists in the "Crashlanded" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.

Ailment Symptoms
Cryptosleep sickness

Treatment:

  • Wears off after 10,000 ticks (2.78 mins)

Food poisoning[edit]

Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the cleanliness of the room where it was prepared and cook's food poison chance stat.

Raw food has a flat 2% chance of giving food poisoning, while corpses 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%.

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 cooking skill. 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.

Cooking Skill Level Chance from Skill Level Chance from Room Cleanliness
0 5.00%
1 4.00%
2 3.00%
3 2.00%
4 1.50%
5 1.00%
6 0.50%
7 0.25%
8 0.15%
9-20 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.

Stage Begins at Symptoms
Food poisoning (initial) 0–4 hours from onset
Food poisoning (major) 4–20 hours from onset
Food poisoning (recovering) 20–24 hours from onset
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 meals as they will never cause food poisoning, or by installing a sterilizing Content added by the Royalty DLC or nuclear stomach Content added by the Royalty DLC or having the strong stomach geneContent added by the Biotech DLC 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 foods 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[edit]

Primarily occurs with exposure to toxic fallout, pollution,Content added by the Biotech DLC and tox gas.Content added by the Biotech DLC. Prolonged exposure gradually increases the buildup severity.

Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as cobra and waste rat Content added by the Biotech DLC bites, the venom talon Content added by the Royalty DLC, or venom fangs Content added by the Royalty DLC.

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 caravans, 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, humans buildup at the full rate, animals at half, and insects and mechanoids are immune.[Body Size?] Buildup can also be reduced through a variety of of other means including items such as the gas mask Content added by the Biotech DLC, detoxifier kidney Content added by the Biotech DLC, and detoxifier lung Content added by the Biotech DLC, as well as genes such as Partial antitoxic lungs and Total antitoxic lungs, or Tox resistance and 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%.

The buildup severity occurs in stages. The later stages cause permanent 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.

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.

Stage Begins at Symptoms
Toxic buildup (initial) ≥4% severity
Toxic buildup (minor) ≥20% severity
Toxic buildup (moderate) ≥40% severity
Toxic buildup (serious) ≥60% severity
Toxic buildup (extreme) ≥80% severity
Toxic buildup (extreme) 100% severity

Brain shock[edit]

"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses." - In-game description

Occurs when an EMP effect hits a pawn with the following brain implants:

It lasts between 2,500 ticks (41.67 secs) and 3,500 ticks (58.33 secs).

Despite only occurring with implants from the Royalty DLC, it is defined in the core code.

Stage Symptoms
Brain shock

Psychic shock[edit]

A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.

— In-game description

Occurs when a pawn is hit by the effect of a psychic shock lance or when exceeding a pawn's neural heat limits when psycasting Content added by the Royalty DLC.

It lasts 7,500 ticks (2.08 mins).

Stage Symptoms
Psychic shock

Psychic coma[edit]

"A form of benign coma during which the brain recovers from a psychic overload."

— In-game description

A coma inflicted by certain psycastsContent added by the Royalty DLC including:

Note that despite only being caused by psycasts from the Royalty DLC, the hediff itself is defined in Core.

It has the following effects:

Psychic breakdown[edit]

Biosculpting sickness[edit]

"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.

It lasts between 8,000 ticks (2.22 mins) and 12,000 ticks (3.33 mins)

Stage Symptoms
Biosculpting sickness

Scanning sickness[edit]

"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.[Mechanitor Factor?] This has the following effects:

Bio-starvation[edit]

"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 +10% at all severities, and kills at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:

Vomiting[edit]

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[List Needed?], some PsycastsContent added by the Royalty DLC, or being hit with an EMP while having the Sterilizing, Reprocessor, or Nuclear stomachsContent added by the Royalty DLC 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[Verify], 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[Details].

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[Mechanics]. 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 meals.

Surgical[edit]

These ailments happen with medical operations.

Anesthetic[edit]

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.

Stage Begins at Symptoms
Anesthetic (sedated) 0–6 hours from onset
Anesthetic (woozy) 6–12 hours from onset
Anesthetic (wearing off) 12+ hours from onset

Treatment:

  • Wears off on its own between 45,000 ticks (12.5 mins) to 75,000 ticks (20.83 mins) even if severity has not reached 0%
    • Surgery is unaffected even if it wears off before finished

Version history[edit]

Prior to 1.1 it lasted only 15,000 ticks (4.17 mins) and did not have any other stages afterwards.

Resurrection[edit]

These may occur after a dose of resurrector mech serum is applied on a dead pawn.

Resurrection sickness[edit]

After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.

Ailment Symptoms
Resurrection sickness

Treatment:

  • Wears off anywhere from 90,000 ticks (25 mins) to 150,000 ticks (41.67 mins)

Probability:

  • 100% chance of being applied

Blindness[edit]

Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.

Blindness from resurrector mech serum applies to both eyes, resulting in total blindness

Ailment Symptoms
Blindness
  • Complete loss of function (-100% part efficiency)

Treatment:

Probability:

  • 2% chance when used at 0.1 days or less of decay
  • Linearly increases to 80% after 5 days decayed

Resurrection psychosis[edit]

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.

Stage Begins at Symptoms
Resurrection psychosis (hidden) ≥0% severity
  • No visible symptoms, doesn't show up in health tab
  • Can still be cured with healer mech serum at this stage even if it is not visible.
Resurrection psychosis (early) ≥10% severity
  • Frequent mental breaks (MTB of 9 days)
Resurrection psychosis (moderate) ≥25% severity
Resurrection psychosis (advanced) ≥40% severity
Resurrection psychosis (severe) ≥55% severity
  • Consciousness -30%
  • Extremely frequent mental breaks (MTB of 0.5 days)
Resurrection psychosis (total) ≥70% severity
  • Consciousness -40%
  • Extremely frequent mental breaks (MTB of 0.25 days)
Resurrection psychosis (catatonic) ≥85% severity
Resurrection psychosis (catatonic) 100% severity

Treatments:

  • Healer mech serum
  • Allowing the pawn to die again, then resurrecting once more (rerolls the disease)

Probability of contracting:

  • 2% chance when used at 0.1 days or less of decay
  • 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 non-flammable, fire.

Heart attack[edit]

Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the birthday event. There must be more than 2 colonists on your colony for this to occur.

The average interval between heart attacks is curved as follows (in days):

  • 0-50% of life expectancy: 99,999,999 - 99,999,999
  • 50-60% of life expectancy: 99,999,999 - 2,500
  • 60-100% of life expectancy: 2,500 - 300

Examples of intervals and chances:

  • 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)
  • 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)

Stages[edit]

Stage Begins at Symptoms
Painful 0% Severity
Debilitating 60% Severity
Fatal 100% Severity

Progression[edit]

Heart attacks always start at 40% severity. Every 5,000 ticks (1.39 mins) 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[edit]

Like injuries, medicine can be used to treat a heart attack.

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.

The maximum chance a particular treatment can succeed is 65%.

Prevention[edit]

Replacing a pawn's heart with either a 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[edit]

  • 0.7.581 Added with cataracts and bad back
  • 0.8.657 - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.
  • 0.9.722 - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.
  • 0.10.785 - Starvation and blood loss are now staged and affect consciousness as they worsen.
  • 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.
  • 0.13.1135 - Carcinoma, asthma, and hearing loss added.
  • 1.0.0 - Minor starvation (below 25% severity) no longer causes miscarriages.
  • 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.
  • 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 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.
  • 1.4.3523 - Sterilized animals no longer lay eggs.