These mods don't include any code-they simply include the translation resources for a given language. Please consider creating a standalone translation mod for your language like this one. Therefore, translation pull requests will not be merged into the project. Every addition or change to a translation requires a new release of the mod, and taking on that additional effort is not possible. However, while it is appreciated that people take the time to translate the mod to other languages, it's difficult to keep up with those contributions. The more translations, the better-they are a great contribution to the mod community. Injuries cause pain to a pawn, and excessive pain can cause a pawn to be downed from pain shock.EdB Prepare Carefully Contributing Translations Enemies have a chance to die instantly after being downed from pain, which can be adjusted in the difficulty settings. This can be particularly annoying when trying to capture a specific pawn for recruitment. Downing from other sources such as hypothermia, heatstroke, or toxic buildup do not kill instantly. Most pawns go into pain shock once their pain exceeds 80% except for wimps who are downed at 20% pain. Certain drugs such as go-juice and smokeleaf inhibit pain, and the painstopper implant removes it altogether. This does not come without a downside, however. It tells the body when it is injured, and without pain or player intervention, pawns will continue to fight until they either win, die or, less likely, receive a crippling injury to the legs, pelvis or spine. Injured colonists will recover from their wounds over time.Įvery couple of minutes in game, a random injury will be healed by a small amount. This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.Įvery 600 ticks ( 10 secs), heal rate × 0.01 points of damage are healed from a randomly selected (non-permanent) wound. Best quality care: With 100% tend quality ( +12) and rest in a hospital bed ( +14), they'll have a heal rate of 8 + 12 + 14 = 34, so it will take 35,294 ticks to heal (approximately 14 hours in game).Basic tend and resting: With a 40% tend quality ( +7.2) and rest in a non-hospital bed ( +8), they'll have a heal rate of 8 + 7.2 + 8 = 23.2, so it will take 51,724 ticks to heal (approximately 21 in-game hours).Do nothing: With no tending or rest, they get the base heal rate of 8, so it will take (20 × 60,000) / 8 = 150,000 ticks (2.5 in-game days) to fully heal.To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios: Is the wound tended?: +4 for a 0% quality tend and +0.08 per point of tend quality, up to +12 at 100% tend quality.Is the pawn lying down or in a bed?: +4 for resting on a sleeping spot or the ground, +8 for resting on a bed / bedroll, and +14 for resting on a hospital bed.Default healing rate: All pawns have a base heal rate of 8.The exact heal rate is determined by adding up three factors: This is equivalent to healing heal rate points of damage per in-game day ( 60,000 ticks), or healing an average of 1 point of damage every 60,000 / heal rate ticks. Note that immunity gain speed has no influence on the recovery rate from injuries - it only affects recovery from disease (and vice-versa, the bonuses applied by beds and hospital beds to healing are different from the bonuses they apply to immunity gain speed). Medicine does not directly cause healing. Instead, it affects the average tend quality, which is also affected by the bed (or surface) the pawn is resting in and the skill and physical capacities of the doctor. Each type of medicine ( herbal, industrial, and glitterworld) has a medical potency value, which is a direct multiplier on the average treatment quality, ranging from 0.3 for no medicine at all to 1.6 for Glitterworld Medicine.
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