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Editing v0.31:Wound
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Also note - no more light grey "lightly wounded" - apparently, if it's not worth worrying about, it's not shown.--> | Also note - no more light grey "lightly wounded" - apparently, if it's not worth worrying about, it's not shown.--> | ||
− | + | :{| border=0 cellpadding=0 cellspacing=1 style="background: black" | |
− | + | |- | |
− | + | |<font color="#ffffff"> '''NONE: No recorded active wounds on the part.'''</font> | |
− | + | |- | |
− | + | |<font color="#808000"> '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''</font> | |
− | + | |- | |
− | + | |<font color="#ffff00"> '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''</font> | |
− | </ | + | |- |
+ | |<font color="#00ffff"> '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''</font> | ||
+ | |- | ||
+ | |<font color="#ff0000"> '''BROKEN: The part has lost all structural integrity or muscular ability.'''</font> | ||
+ | |- | ||
+ | |<font color="#808080"> '''MISSING: The part is completely gone. '''</font> | ||
+ | |} | ||
− | :''(* The [[color]] of wounds can be changed in | + | |
+ | :''(* The [[color]] of wounds can be changed in {{L|Init.txt}}.)'' | ||
== Missing limb == | == Missing limb == | ||
− | As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the | + | As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the {{L|hospital}} permanently. Those who recover may find themselves unable to perform the same tasks as they had in the past. |
− | Dwarves without arms are unable to | + | Dwarves without arms are unable to {{L|haul}} items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate {{L|screw pump}}s. |
== Function loss == | == Function loss == | ||
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The new cyan "Function loss" appears to be impairment of an organ for which "broken" or "bruised" would not make sense. Internal organs and eyes have been observed to turn cyan, signaling failures of sight, liver function, and other maladies. | The new cyan "Function loss" appears to be impairment of an organ for which "broken" or "bruised" would not make sense. Internal organs and eyes have been observed to turn cyan, signaling failures of sight, liver function, and other maladies. | ||
− | A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as "Ability to stand lost" in the specific dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. | + | A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as "Ability to stand lost" in the specific dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. When crutch-walking bugs are fixed, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper spine (and possible middle?{{verify}}) this can include the lungs, so damage tends to lead to suffocation. |
− | If you want your dwarves to heal spinal nerve damage, go into the | + | If you want your dwarves to heal spinal nerve damage, go into the {{L|raw file|raws}}, find the tissue_template_default and set [HEALING_RATE:100] to the NERVE_TEMPLATE. Optionally, specify 2000 for a much slower rate; bone has a healing rate of 1000, so this will make nerve damage heal at half the speed of broken bones. However, this does not affect other nerves, as they apparently do not count as "nervous tissue". |
== Scarring == | == Scarring == | ||
− | Dwarves who sustain major injuries may never fully heal—the part will always remain listed in their Wounds section as "Minor" or "Inhibited", and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. (Of varying degrees and types, {Tiny, very short | + | Dwarves who sustain major injuries may never fully heal—the part will always remain listed in their Wounds section as "Minor" or "Inhibited", and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars. (Of varying degrees and types, {Tiny, very short, massive, ect.} {Jagged, Dent, Straight, ect.} This may result in notes in the {{L|Health screen}} such as "Ability to grasp somewhat impaired". It is unknown what effect this has. Possibly sometimes or always failing to use a two-handed item (eg. pick). Military dwarves with inhibited ability to grasp will not hold a weapon in the crippled arm. If one wants a crippled warrior to keep using weapon, the dwarf must be manually set not to use a shield. <!-- More likely to lose a weapon stuck in an enemy? --> |
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