Colonist dies instantly upon getting infection.

Started by siks, June 05, 2017, 04:05:20 PM

Previous topic - Next topic

siks

My colonist, unarmed and in the middle of nowhere was attacked by a fox. Bitten 20 to 30 times, he was barely saved by my colonists and tended to straight away. He had extreme blood loss, but all of his wounds were tended to and he was no longer in danger of death. As I'm carrying back to base, he suddenly dies of infection.
He didn't have an infection before, I know for a fact. I check his health and I see that he only has one infection which is at minor.
I see it at the time but I did hear that low pitch "wooop" sound effect when a colonist gets an infection right as he died, which leads me to assume he died instantly of getting the infection.

At the time he was being carried/rescued by a colonist, he wasn't bleeding but had a lot of injures all of which were tended to.


Assuming this is a bug, this is the second time I've had a colonist die which couldn't be prevented. Maybe a revive or something as a developer tool to compensate for this?

BlackSmokeDMax

If you look in your screenshot you'll see that the infection brought the efficiency of the torso down to 0%. 0% equals death.

siks

Ah I see, sorry I wasn't aware of that. Just in case, are there any other ways for colonists to die other than bleeding out, infection and 0% efficiency?

DariusWolfe

In case you're not lumping diseases (plague, malaria) in with infection, there are those. I know a heart-attack and other conditions can also kill, but may do so by reducing efficiency of core systems to zero. Certain body parts being destroyed (brain, kidneys, liver(?), heart, etc.) will also kill, but again, this may also be caused by the efficiency of those parts being reduced to zero.

hoffmale

Well, there is some messy math going on. I hope you can forgive me adding your very nice screenshot to my older bug report.

ymc

It's not really messy math, it's just rounding. Rounding either works in your favour, or it doesn't, kind of like how Canada got rid of our pennies and we round to the nearest nickel. In his case it isn't helping, but there are cases where rounding would actually save a colonist.

03.88 (4)▲
02.54 (3)▲
03.88 (4)▲
02.88 (3)▲
03.52 (4)▲
03.45 (3)▼
02.88 (3)▲
02.52 (3)▲
02.76 (3)▲
03.46 (3)▼
+2.76 (3)
34.53 (36)

In this colonist's case, most of his wounds rounded up. So instead of having 5.47 efficiency left, he had 4. Infection removed another 4 and that's all she wrote. As a story simulator though, math did not kill this colonist. RNG clearly worked in the colonist's favour as best as possible, if you look at the total wounds and none of them criticals to organs or the neck.

Quote
One of our people died. We should be able to take care of our people.

Jay the Mechanic was out in the wilderness alone (picking raspberries, I dunno?) and was attacked by a fox. Unable to repel the fox, he sustained wounds that prevented him from fleeing, and if we follow the blood trails, we can see that while he crawling away the fox then proceeded to rip off both of his legs. When he could no longer crawl, it ate one of his arms, and spent at least an hour biting him 18 times throughout the rest of his body (11 of which were in the chest and guts). Although some others finally came along and took care of the fox, bandaged poor Jay as best as they could there on the ground with scraps of their dirty clothes, Jay succumbed to his injuries as they were dragging him back to camp.

One of his wounds must gotten infected, but it was amazing he lasted as long as he did.

DariusWolfe

Huh. So, in this particular case, I think I would in fact call that messy math, though I argued on the other side of this in another recent thread; There was only a single injury in that case.

I was under the impression that the rounding was done after all of the wounds were added up, but rounding each wound? No. Seriously, if you're going to do that, just make all injuries integers and call it a day; I'm sure it's got to be easier than having decimal injuries, then rounding them afterward. On the flip side, if there's some legitimate reason to having decimal injuries that I'm not seeing, just do the rounding before the injuries are displayed, so the displayed injuries are integers.

There's a notable difference between 34.53 and 36.

siks

Just as a personal opinion, an infection shouldn't kill a colonist instantly. Sure if it gets maybe to major, or after a few hours of infection because that's what an infeciton is right? A gradual process, not 0 or 1? Your wound doesn't go instantly from uninfected to infected. I'm not against an infection killing before reaching 100%, I'd just like the damage to the body part to be gradual, based on how far the infection is.
This is a very rare case and the first in my 125 hours, so I don't care that much. Just my opinion.

NeverPire

Quote from: siks on June 09, 2017, 01:17:09 AM
Just as a personal opinion, an infection shouldn't kill a colonist instantly. Sure if it gets maybe to major, or after a few hours of infection because that's what an infeciton is right? A gradual process, not 0 or 1? Your wound doesn't go instantly from uninfected to infected. I'm not against an infection killing before reaching 100%, I'd just like the damage to the body part to be gradual, based on how far the infection is.
This is a very rare case and the first in my 125 hours, so I don't care that much. Just my opinion.

It is already the case. It's just the damage of the minor infection combined with all the other wounds which has caused the death.
I will never do worse than what I do now.
It's what self-improvement means.

siks

Ah I see, so the damage to the body part is relative to minor, major or extreme? Would be better to tie it to the percentage. Make it gradual, not in stages.


ison

Colonists can die of infection so it's working as intended.

There was a bug with rounding: https://ludeon.com/forums/index.php?topic=33177

Thanks for reporting though.