- 1 Health Systems
- 2 Pain
- 3 Health Tab
- 4 Cold and Heat Injuries
- 5 Treatment
- 6 Version History
Each injury affects a different part of the colonists' well being, and can be found under a character's Health tab.
Under the health tab there are two sub-tabs, one for a health "Overview" which includes medical treatment preference and food restriction (1.0 onwards), and a second tab for scheduling any "Operations" that a colonist requires.
Pawns have the following health systems.
|Fatal if all|
|Data Processing||-||Mechanical Brain||No||Yes||Yes|
|Moving||Leg, Foot||Leg, Foot||Yes||Yes||No|
|Manipulation||Arm, Hand||Arm, Hand||Yes||Yes||No|
|Blood Filtration||Kidneys, Liver||-||Yes||No||Yes|
- Refers to whether or not the pawn will die if a system's capacity becomes 'None'
- Centipedes body rings are used for movement instead, since they don't have legs.
- Again, Centipedes body rings are used for work instead, since they don't have arms.
- Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.
Sight is a capacity that contributes to stats including shooting accuracy, melee hit chance, and for colonists, nearly every work stat. Humans and animals have eyes, while scythers and centipedes have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a bionic eye.
Hearing is a capacity that contributes to trade price improvement. Hearing is reduced by damaged, missing ears, or hearing loss. Hearing can be improved past 100% with a bionic ear, however no derived stat benefits from doing so.
Moving is a pawn's capacity to use their legs to move about. It's a major factor in a pawn's overall movement speed. Moving is reduced when a leg, femur, tibia, foot, toe or their spine is injured.
Consciousness applies a 1 for 1 multiplier on moving, while breathing and blood pumping does the same but only up to -10% moving, so anything that affects any of these stats will also increase or reduce moving by the same amount. Moving is also directly reduced by certain ailments including bad back and frailty.
Any time a pawn's moving is reduced to below 15%, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
Manipulation is a pawn's capacity to perform any task with their hands. It is an important factor in almost every task a colonist can perform.
Anatomically, bipeds use their left and right arms for manipulation, and each side contributes its efficiency level to 50% of the manipulation stat. Total loss of a shoulder, arm, radius, humerus or hand will render that side totally useless and reduce the pawn's manipulation by 50%. Loss of a finger will result in about an 8% manipulation penalty per finger. For quadrupeds, manipulation is reduced by injury to their jaw instead. For both, injury to the spine will also reduce manipulation.
Consciousness applies a 1 for 1 multiplier on manipulation, so anything that affects consciousness (pain, brain damage, diseases, drugs, joywires, etc.) will also increase or reduce manipulation by the same amount. Manipulation is also reduced by ailments including bad back and frailty. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms.
- Main Article: Talking
Talking, also called Communication on mechanoids, is a factor of all social stats including Diplomatic Gift Impact, Recruit Prisoner Chance, Social Chat Impact, and Trade Price Improvement. Talking capacity is reduced by a damaged or missing jaw. Dementia also impairs talking.
|Negotiation Ability||0.9||1||How effective this person is as a negotiator. |
This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
|Social Impact||0.9||1||A multiplier on how much other people are affected by this person's social interactions.|
|Trade Price Improvement||0.9||1||When this person negotiates prices, buy and sell prices are improved by this percentage.|
|Tame Animal Chance||0.9||1||The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness.\nFailed tame attempt can induce animal attacks, especially for more vicious animals.|
|Train Animal Chance||0.7||1||The base chance this person will make progress training an animal on a given attempt.\n\nThe actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.|
Eating is the capacity of biological pawns to consume food and is a major factor of Eating Speed. It is reduced by a damaged jaw Even when missing a jaw a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a denture.
- Main Article: Breathing
Breathing is impaired by damaged lungs and neck. A character missing a lung has breathing reduced by 50% but can still survive. Without lungs, all breathing ceases and the organism will die. Lungs can be harvested and transplanted from other humans.
Breathing bears a small weight in the consciousness and movement capacities, hence why asthmatics will be slightly slower than healthy colonists.
|Rest Rate Multiplier||0.3||-||A multiplier on how quickly a creature rests while sleeping.|
- Main Article: Blood Filtration
Blood Filtration, also called Fluid Reprocessing on mechanoids, is a function of a human's and animal's bodies provided by the kidneys and liver. It is a major factor of Immunity Gain Speed and is therefore critical to keeping sick people and animals alive.
|Immunity Gain Speed||0.5||-||The speed at which this character gains immunity to diseases. If this is too slow, the character will die from the disease before developing immunity.|
Blood Pumping is an essential function provided by the heart. It directly influences the moving stat. A pawn whose blood pumping reaches 0% will die instantly.
Metabolism is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's metabolism value, the less food and rest they will need. A pawn whose metabolism reaches 0% will die instantly.
Communication is a scyther's system that allows it to vocalize and communicate, although it has no actual impact on gameplay.
Data processing is carried out by a mechanoid's artificial brain and is the functional equivalent of a humanoid's brain function.
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up. When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
Consciousness is directly influenced by Efficiency of consciousness source, Pain, Blood pumping, Breathing and Blood filtration. The formula is:
E(C) = E(CS) * (1 - Clamp((Pain - 0.1) * 4 / 9, 0, 0.4)) * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))
E(C) is the Efficiency of Consciousness E(CS) is the Efficiency of Consciousness source (e.g., the brain) Pain is the total pain △E(BP) = 1 - E(BP), E(BP) is the Efficiency of Blood pumping △E(Br) = 1 - E(Br), E(Br) is the Efficiency of Breathing △E(BF) = 1 - E(BF), E(BF) is the Efficiency of Blood filtration
From the fomula, we know that when total pain is below 10%, it makes no influence on consciousness. And when 10% <= pain <= 100%, the fomula can be simplified as:
E(C) = E(CS) * [(Pain - 0.1) * 4 / 9] * (1 - 0.2 * △E(BP)) * (1 - 0.2 * △E(Br)) * (1 - 0.1 * △E(BF))
- Main Article: Pain
Most biological creatures including colonists, raiders, and animals feel pain caused by injuries. A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme. Even a little pain causes unhappy thoughts. Once pain passes 10%, it'll start to have an effect on consciousness. If a pawn's pain level meets or exceeds their Pain Shock Threshold they'll go into shock, unable to move. Pawns with the Wimp trait will be incapacitated with only minor pain of 20%.
Most pain is temporary, but scars and certain diseases can cause long-term pain. A painstopper implant will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood bonus from pain instead of a penalty, so it's usually better to leave them alone.
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:
pain = pain / healthFactorfor pawns with a healthFactor other than 1.0 (like grizzly bears and other large animals). Humans have a healthFactor of 1.0, so this doesn't impact humans
pain = pain * painFactorfrom health conditions which alter pain. This includes pain-reducing drugs like flake and yayo as well as anesthetic used during operations
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type. For example:
- 30 burn damage causes 30 damage × 0.01875 pain per severity = 56.25% pain
- 30 cut damage causes 30 damage × 0.00625 pain per severity = 18.75% pain
Pain creates moodlets of different values at 4 stages depending on pain severity.
|Level||Required Pain %||Mood Penalty||Stat Penalty|
- 0.6.532 - Added. Pain level is tracked. A character in too much pain will become incapacitated.
- 0.10.785 - Pain now creates unhappiness.
All creatures have a health tab, located above the pawn's inspect pane.
- Overview tab
- The first section lists the creature's type, gender and age. Hovering over this section will display the creature's exact age and date born.
- Self-tend (turned off by default) allows a doctor to tend their own wounds, although with reduced efficiency.
- The creature's bodily systems are listed here with their current effectiveness. Not all systems are found among all types of creatures (i.e. animals don't have Talking).
- Operations tab
- The Operations tab is only available for colonists, colony animals, and prisoners. Bills can be added here to request surgical operations.
- Listed here are the creature's health conditions and injuries. Implants, bionic parts, and prosthetics are also listed here. Hovering over an entry provides detailed information.
- A red blood droplet indicates a bleeding injury. The size of the droplet indicates severity of the bleeding. Overall bleeding rate is listed at the bottom.
- An open circle indicates a condition that needs tending, usually requiring periodic treatments before fully cured. A solid circle indicates the condition has been tended to.
- A bandage icon indicates a treated injury. A white bandage indicates high quality treatment. Darker shades indicate lower quality treatment, more likely to result in scarring or infection. See Doctoring
Cold and Heat Injuries
Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.
Frostbite: Can cause limbs and fingers/toes to fall off.
Heatstroke: Causes a negative thought, and can affect consciousness and even set a pawn on fire.
Burns: Causes low-medium pain and creates a risk of infection.
For most injuries, you can treat colonists with or without medicine (with typically better results if a medicinal substance is provided), and also have them lay in hospital beds or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.
Under the Health tab, you can assign an operation to a colonist by clicking on the bill sub-tab. Operations cannot be performed without a proper Medkit to apply an anesthetic. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of sterile tiles) will help preventing possible infection. As of Alpha 16, there are three categories of surgery failure – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
For missing internal organs, either a donor organ can be used or an artificial part. Some diseases can be cured through a transplant. Heart Disease can be cured with a heart transplant and asthma can be cured with lung transplants. Be wary that your colonists will suffer mood penalties when you harvest an organ unnecessarily (in particular the 'victim', this penalty is -30 mood!).
From peg legs to bionic arms, you could either replace a colonists' missing limbs, augment them, or cruelly punish your enemies with peg legs out of spite. Bionic parts have a bonus to specific actions or movement. For example, a bionic leg will increase your colonist's moving speed by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%.
You can install implants onto a natural part to improve its functions.
Implants are not mutually exclusive so you can have more than 1 per part.
Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.