Difference between revisions of "Sensory mechanites"

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(One of my bigger edits. reworded opening. Removed some double negatives. Also the "Mild" pain is actually "Serious" pain. The pain affects consciousness.)
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<includeonly>{{Main|Sensory mechanites}}
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'''Sensory mechanites''' is a mechanite [[disease]] that boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.
  
</includeonly>'''Sensory mechanites''' is a [[disease]]. Unlike most diseases, this one causes both problems (pain & tiredness) AND benefits (improved sensory perception, talking and manipulation). The only way for Sensory mechanites to be fatal is for a patient with '''extremely''' low consciousness to fall below 0% from pain.
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== Overview ==
The only cure for this disease is time (1-2 quadrums). Treatment is beneficial and advised. Treatment will limit the progression of problems, without affecting the benefits or duration.
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Sensory Mechanites give massive boosts to certain stats, but also give a large increase to [[Sleep Fall Rate]]. The pain's [[Consciousness]] reduction will slightly reduce a pawn's actual effectiveness, and gives negative [[mood]]lets to most colonists. However, this "disease" is useful if these stats are important, like a Social pawn.
  
Sensory mechanites incapacitate pawns with the [[Trait#Wimp|Wimp]] trait from the onset of the disease. While the buffs are slightly less because of the [[Consciousness]] reduction from the pain, the base +50% sight, hearing talking and manipulation buffs mean this disease can actually be advantageous if the pain and rest fall rate can be managed.  
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'''Treatment does ''not'' cure the disease''', it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.
  
'''Early Symptoms:'''
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Note that the pain will incapacitate pawns with the [[Trait#Wimp|Wimp]] trait. You can install the [[painstopper]] implant, inject them with [[Go-juice]], or use the Painblock [[psycast]]{{RoyaltyIcon}} to negate the pain, making them mobile.
* Mild [[pain]] (+0.2 pain, indirectly causing -4% [[consciousness]])
 
* Improved [[sight]] (+50%)
 
* Improved [[hearing]] (+50%)
 
* Improved [[talking]] (+50%)
 
* Improved [[manipulation]] (+30%)
 
* Tiredness (rest fall factor) (x170%)
 
  
'''Advanced Symptoms:'''
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== Stages ==
* Intense [[pain]] (+0.6 pain, indirectly causing -22% [[consciousness]])
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==== Mild pain (0 - 0.49 severity) ====
* Tiredness (rest fall factor) (x200%)
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* [[Pain]]: {{++|20%}}
* No other additional effects over early stage
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* [[Sleep Fall Rate]]: {{++|70%}}
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* [[Sight]]: {{+|50%}}
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* [[Hearing]]: {{+|50%}}
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* [[Talking]]: {{+|50%}}
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* [[Manipulation]]: {{+|30%}}
  
'''Progression:'''
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==== Serious pain (0.5 - 1 severity) ====
*Severity increases by 0.25 per day when not tended
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* [[Pain]]: {{++|60%}}
*Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
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* [[Sleep Fall Rate]]: {{++|100%}}
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* [[Sight]]: {{+|50%}}
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* [[Hearing]]: {{+|50%}}
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* [[Talking]]: {{+|50%}}
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* [[Manipulation]]: {{+|30%}}
  
'''Pain:'''
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=== Note ===
* The early symptom of "mild" pain is a bit confusing. In the health tab, the pain is described as "mild." But in the needs tab, the pain is described as "serious," and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Apparently Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild."
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The early symptom of "Serious" pain is a bit confusing. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. [[Pain]] is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab.
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== Progression ==
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Severity increases when left untended, and slows or regresses once tended.
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* Minor - Severity: 0 - 0.49
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* Major - Severity: 0.5 - 1
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=== Humans ===
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* Severity increases by 0.25 per day when not tended
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* Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality
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==Treatment==
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The only cure for this disease is time; it will fade in 1-2 quadrums.
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Treatment can be applied every 48 ingame hours (2 days, or {{Ticks|120000}}). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.
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Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting [[healroot]] or making other long term plans might be wise at the first sign of this disease.
  
'''Treatment:'''
 
* Treated with or without medicine, though medicine improves treatment quality, preventing progression from Early to Advanced symptoms.
 
* Treatment does not affect the time it takes for this disease to disappear.
 
* Treatment does not affect beneficial effects in any way.
 
* Treatment interval: {{ticks|120000}}
 
* Can disappear as early as {{ticks|900000}} (1 quadrum)
 
* Can last as long as {{ticks|1800000}} (2 quadrums)
 
<noinclude>
 
 
== Version history ==
 
== Version history ==
 
* [[Version/0.13.1135|0.13.1135]] - Added.
 
* [[Version/0.13.1135|0.13.1135]] - Added.
  
{{Nav/disease}}</noinclude>
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{{Nav/disease}}
 
[[Category:Disease]]
 
[[Category:Disease]]

Latest revision as of 13:59, 20 January 2024

Sensory mechanites is a mechanite disease that boosts a pawn's efficiency, but brings pain and tiredness. This disease does not kill the patient.

Overview[edit]

Sensory Mechanites give massive boosts to certain stats, but also give a large increase to Sleep Fall Rate. The pain's Consciousness reduction will slightly reduce a pawn's actual effectiveness, and gives negative moodlets to most colonists. However, this "disease" is useful if these stats are important, like a Social pawn.

Treatment does not cure the disease, it only prevents the pain from worsening. The mechanites will only be cured with time, and will remain for the same length regardless of what you do.

Note that the pain will incapacitate pawns with the Wimp trait. You can install the painstopper implant, inject them with Go-juice, or use the Painblock psycastContent added by the Royalty DLC to negate the pain, making them mobile.

Stages[edit]

Mild pain (0 - 0.49 severity)[edit]

Serious pain (0.5 - 1 severity)[edit]

Note[edit]

The early symptom of "Serious" pain is a bit confusing. In the health tab, the pain is described as "Mild Pain" but shows -4% consciousness. While in the needs tab, the pain is described as "Serious," and has a mood debuff of -10. Pain is typically described as Minor, Serious, Intense, or Mind-shattering. Sensory mechanites cause a minimum of Serious pain, despite the innocent sounding label of "mild" in the health tab.

Progression[edit]

Severity increases when left untended, and slows or regresses once tended.

  • Minor - Severity: 0 - 0.49
  • Major - Severity: 0.5 - 1

Humans[edit]

  • Severity increases by 0.25 per day when not tended
  • Severity decreases by up to 100% per day when tended; actual rate depends on treatment quality

Treatment[edit]

The only cure for this disease is time; it will fade in 1-2 quadrums.

Treatment can be applied every 48 ingame hours (2 days, or 120,000 ticks (33.33 mins)). Treatment will slow progression or prevent pain from increasing, but will not reduce the duration or positive boosts.

Because of the long duration of this disease and the need for frequent treatment, this can place a long-term strain on medical supplies. Planting healroot or making other long term plans might be wise at the first sign of this disease.

Version history[edit]