(tweaked from fallout3.nexusmods.com/mods/11418)
Fullness: While not a 'need', per se, food consumption raises this value. If above 100%, you become Overstuffed, with some minor penalties; at Totally Full (120%), you literally can't eat any more. Food portions that would push you past totally full may end up being wasted.
Calories: The body requires calories for energy. Overloading on calories can cause sluggishness (a food coma of sorts) at over 300%; anything above zero is 'good enough'. You begin to become peckish when you drop below zero, suffering minor penalties to everything except perception. When hungry (←50%), penalties increase, and when starving (←100%), penalties increase more. Critical starvation is reached at < -2000% - severe penalties and death within a short period - though reaching > -500% will break the 'imminent death' alert.
Hydration: The body also requires water. Too much water (>600%) induces water intoxication, as the brain begins to swell from electrolyte depletion and system overload; this can kill you, and induces strong penalties. Anything above 0% is sufficient for survival. Thirstiness ensues at <0% (minor penalties), with dehydration setting in at ←50%. At ←2000%, critical dehydration ensues, resulting in imminent death unless the body reaches >-500% quickly.
Protein: The body craves proteins and requires them to build new cells and keep the body's natural healing and functioning processes running. A high-protein diet is recommended for those attempting to lose weight, build muscle, or recover from damage. For best results, keep this at > 125%, though even having over 50% has benefits. Going below 0% induces penalties as your system begins to break down muscle tissue to cope, and protein starvation ensues when under -100%. This in itself can't kill you, but it does increase other rates of decline.
Nutrients: This is a general catch-all for the various nutrients needed by the body in order to thrive and function properly. Overnutrition occurs at above 600%, when certain nutrients can actually become toxic and cause harm, potentially even killing the user. At above 250%, the body is perfectly supplied and maintained, and all stats receive a boost; at over 100%, the body is considered well-nourished and receives moderate bonuses. At under 0%, slight penalties begin to ensue from malnutrition, and at -100%, chronic malnutrition sets in, resulting in larger penalties.
Sleep Deprivation: You accumulate a sleep debt of 1 hour for every two hours you are awake. Those with a circadian rhythm receive minor penalties for being awake 'off schedule', though most spacers overcome this (schedule is 12:30 AM to 6 AM for normal people, 6 AM to 11:30 AM for night people.) Grogginess ensues after ten hours of consecutive sleep, resulting in minor penalties for two hours after waking. If sleep debt reaches over 10 hours, mild tiredness penalties ensue. These increase as exhaustion sets in (over 12 hours of sleep debt), and delirium begins to set in after 20 hours of sleep debt (significant penalties and possible delusions.)
Blood Alcohol Content: Alcoholic beverages increase your Blood Alcohol Content to a certain extent. Sober is considered any state less than 0.01% BAC. Buzzed is between 0.01% and 0.09% - minor penalties to intelligence and perception, increased charisma due to boosted confidence. Drunken Master is between 0.09% and 0.13% - intelligence is reduced, but damage resistance is increased and close combat skills receive a bonus due to aggressiveness. Drunkenness ensues at above 0.13% - intelligence, perception, and agility are lowered significantly, though charisma is slightly higher. Hammered is above 0.25%, and causes worse penalties to intelligence, perception, and agility. Blackout Drunk (above 0.42%) causes severely impaired vision, heavy penalties to most stats, and causes damage that can kill you.
Hangovers ensue after any drinking binge that reached 0.13% BAC or higher. Hangovers go away after 12 hours of wakeful sobriety, or 3 hours of sober rest. Drinking more will dispel the effects until you sober up again (which also resets the clock on getting rid of the hangover.)
Most beverages have nutritional values, although certain hard liquors can have a negative effect if you aren't particularly used to them.
Characters have height calculated by their stats if not otherwise set. Weight is derived from height and stats and used to scale nutritional requirements (heavier and larger characters need to eat more.)
Characters gain or lose weight based on calorie levels, protein levels, and significant physical activity. Calorie levels over 250% gradually cause increasing body fat. Calorie levels below 20% cause gradually decreasing body fat. Standing still or sleeping causes much less fat burn than combat, running, or other significant physical activity. Having adequate calorie levels, high protein levels, and performing strenuous activities (hauling at least 75% of your carry weight, using very heavy weapons, doing strenuous labor, combat) will cause you to gradually build muscle. Having calorie levels below adequate or protein starvation will cause you to lose muscle. Muscles develop more quickly with higher protein levels. Wearing power armor or other muscular augmentations will prevent muscle building.
Body Fat Levels:
Obese - Reduced agility and speed, improved damage resistance
Overweight - Moderately reduced agility and speed, improved damage resistance
Average - No effects
Athletic - Increased agility and speed
Anorexic - Decreased strength, intelligence, agility, and endurance
Muscle Levels:
Feeble - Reduced carry weight, reduced strength, reduced agility
Lithe - Reduced carry weight but increased speed
Average - No effects
Muscular - Bonuses to damage with melee/unarmed, increased carry weight
Built like a Tank - Large bonuses to damage with melee/unarmed, bonus to strength and carry weight, reduced speed
Health Regeneration:
You regenerate health over time as your body naturally heals itself. All reserve levels must be at least adequate (greater than zero); protein and nutrient bonuses increase this rate, as do other benefits (cyborgization, fast metabolism, rad regeneration, etc)
Perk effects: Hematophage: Improved blood pack nutrient value Cannibal: Improved human flesh nutrient value Entemologist: Improved insect meat nutrient value Punga Power: Refined and Wild punga provide more nutrients Chem Resistant: Chems no longer decrease nutrient levels Fast Metabolism: “Fullness” diminishes 50% faster, allowing you to eat more if necessary Lead Belly: 1/2 radiation from water sources and bottled water (actually works), prevents food poisoning Night Person: daily circadian downtime shifted from the default of 12:30am through 6am, to the hours of 9am through 2pm (see
sleep section). Solar Powered: With both Night Person and Solar Powered perks selected, you will suffer no daily downtime Nuclear Anomaly: Eating Mississippi Quantum Pie will trigger a nuclear anomaly Party Boy/Girl: All alcohols increase nutrient levels to some extent rather than the opposite, and player will never progress
beyond “Hammered” to “Blackout”.
QUICK HINTS: Some people get scared off of this mod by the initial complexity and the long readme, so here are some quick
pointers:
* There are more things to keep track of in this mod, but its meant to be intuitive by mimicking real world food. If your protein is low, eat meat. If your calories are low, eat noodles or drink something sugary. If your nutrients are low, eat something healthy, like fruit, or a food that you have the associated perk for. Entemologist and insect meat, Punga Power and punga fruit, Party Boy/Girl and wine. You can mouse over foods in your pipboy to check their nutrition statistics.
* When you eat a meal, try to get all of your levels up to about 200%, this will prevent you from having to eat too often, and will likely earn you some bonuses.
* Wearing power armor will reduce your calorie and fluid consumption.
* Be careful how much alcohol you drink. A beer will give you a buzz, but a fifth of scotch might kill you. Eating bloatfly meat will sober you up (by making you violently ill).
* Grill meat using the portable campfire or charcoal and the semi-portable grill (available from several wasteland vendors) to avoid food poisoning. You want to avoid food poisoning.
* Having caps and empty Nuka-Cola bottles in your inventory when activating a water source will place bottled water in your inventory. Drinking bottled water (or cola) will return caps and Nuka-Cola bottles to your inventory.
* Try to sleep 8 hours a day, at night unless you have the Night Person perk, to avoid penalties.
* Once you've gotten the basic hang of it, check out more of the readme. There are plenty of details, giving this mod a bit more replayability.
Nutrition statistics are displayed in the Aid section of the pipboy (place the cursor over the food item). If you ingest a number of items, then click +Nutrition Reserves+ before exiting your pipboy (or press the hotkey, which works inside and outside of the pipboy), the degree to which the ingested foods will increase your nutrition reserves is shown in parenthesis. Most of the numbers were pulled from real life data, so it should be fairly intuitive. If you're protein deficient, eat meat. If you're nutrient deficient, eat mutfruit, carrots, or an apple.
After exiting the pipboy, you will begin eating the foods you selected. It will take a few seconds (up to a minute with a timescale of 1, but very quick at the default 30) to finish your meal, during which time you'll suffer an “eating penalty” with a small hit to damage resistance, perception and agility. If your “full” level hits 110% before you're finished, the remaining nutrients will not enter your system. Neither will any additional foods eaten, until your “full” level falls below 100%. At 100% and 110%, you get hit with the “Uncomfortably Gorged” and “Totally Full” penalties, respectively.
The player can die from Water Intoxication, dehydration, starvation, overnutrition, or alcohol poisoning. There is a long delay between being notified of this and actually dieing (five to thirty minutes) and if the level falls or rises away from dangerous levels, death is avoided. If you don't think that's going to happen in time, visit a doctor, or heal with the home infirmary.
Blood Alcohol Tracking
Alcohol is also handled very differently. Drinking a Beer will raise your Blood Alcohol Content (BAC) roughly the same amount that a 12oz Budweiser would in real life, and diminish at a realistic rate. Scotch and Vodka are assumed to be fifths, Whiskey pints, and wine, one full bottle. Not surprisingly, pounding a fifth in less than a minute is not very good for you, so instead, you will drink half, and a new item, “Scotch (Half Full)” will be placed in your inventory for later. At low levels (buzzed), the effect and duration is roughly equivalent to the standard Fallout alcohol effect. At higher levels it gets more interesting.
The five states of drunkenness are as follows:
Hangover takes 1/2 day at 0.00% BAC to recover. Sleeping 3 hours sober will dispel it, as will drinking more, though only temporarily.
(Sober) < 0.01%
Buzzed > 0.01% slight hit to intelligence and perception, increased charisma Drunken Master > 0.09% reduced intelligence, but bonuses to damage resistance and unarmed combat Drunk > 0.13% larger stat reductions, plus impaired agility, but increased charisma Hammered > 0.25% reduced intelligence, perception, and agility, but added damage with sledgehammers and super sledges Blackout Drunk > 0.42% Severely impaired vision, heavy penalties to most stats, potentially fatal
You will be hungover the next time you sober up if you were drunk, hammered, or survived a blackout. You will recover after 1/2 a day if you stay sober, or 3 hours of sleep while sober. Drinking will temporarily dispel the effects, but will also start the recovery process over again once you sober up.
Booze and beverages have nutritional value (hard alcohol has a surprising number of calories). Liquor lowers your nutrient reserve, wine raises it, and beer is neutral. The Party Boy/Girl perk reverses this, and prevents the most extreme level of intoxication, so you can run around the wasteland as a spiked-knuckle wearing Drunken Master living on nothing but Vodka and Yao Gwai meat.
SPECIAL Height and Weight with Weight Gain
By default, your character's height will be calculated based on SPECIAL stats, and scale will be adjusted accordingly. A weight
is also calculated based on height and SPECIAL that is used internally to scale nutrition requirements (heavier characters will
need to eat more, etc.)
The character will also gain or lose weight depending on calorie and protein levels, and the degree of physical activity.
Having a calorie level more than 250% above adequate will lead to increasing body fat. Body fat will decrease if your calorie
level is less than 20% above adequate. High body fat reduces Agility and Action Points, while low body fat increase them.
Standing still, waiting, or sleeping will prevent fat burning.
Having an adequate calorie level, “High” protein level, and a burden of at least 75% of your maximum carryweight, or having a
large, heavy weapon drawn, will cause you to build muscle. Having a calorie level below adequate will cause you to lose muscle.
You will develop muscle more quickly with higher protein levels. Also, wearing power armor will prevent muscle building.
The muscle and body fat related levels are listed below:
Obese Reduced Agility and Action Points, improved damage resistance Overweight moderately Reduced Agility and Action Points, improved damage resistance (Average) Athletic Increased Agility and Action Points Anorexic Reduced Strength, Intelligence, Agility, and Endurance
Feeble Reduced carry weight, reduced strength, reduced agility Lithe Reduced carry weight but increased AP (Average) Muscular bonuses to melee damage, unarmed damage, and carry weight Built Like a Tank large bonuses to melee and unarmed damage, bonus to strenght and carry weight, but a reduction of Action Points
The levels required to receive these penalties and bonuses will vary depending on height and sex, but most male characters will start off “average”, while most female characters will start out with a “Lithe” body type.
Other features:
The food sanitizer reduces food radiation levels to 1/2 or 1/3 their original values, and reduces the risk of food poisoning from raw meat.
Some food prices have been increased significantly (high nutrient foods are more expensive).
Loot counts for larger animals have been increased (you get more than one steak from a Brahmin, Yao Gwai, etc.)
Bloatfly meat has the unique property of being so revolting that it will make you vomit if you try to eat it while intoxicated. This will nullify any other foods that you are currently eating, and lower your BAC by a third (handy if you're trying to sober up for a fight, or not die from alcohol poisoning.) It will not, however, cause normal food poisoning if eaten raw, and cannot be grilled.
Visiting a doctor or using the heal function of your home infirmary will cure fatal conditions (critical starvation, critical dehydration, overnutrition, water intoxication, alcohol poisoning), and return the respective values to adequate levels.
Fatal effects can also be disabled through the config menu.
Hangovers.
Upon entering a simulation (Tranquility Lane or Operation Anchorage), needs tracking will be paused - you will remain in whatever state you were in when you entered the sim, but will not improve or worsen. This can be used to your advantage, if you enter the sim in top physical condition, or with just the right blood alcohol content. Tracking will resume once you exit.
IMCN Grill: Raw meat will now give you food poisoning (about 10% of the time, I think, but you don't want to risk it). You'll need to cook meat before eating it. Either purchase a Semi-Portable Grill and charcoal from any general store type vendor (Moira Brown, Crazy Wolfgang, Seagrave Holmes, The Family Karl, etc.), position the grill upright, and choose to grill meat (as long as you have raw meat and charcoal in your inventory). Or look in the Misc. section of your inventory, and drop the IMCN Campfire Marker onto the ground. Activating it will create a campfire at that location and return the marker to your inventory (Thanks to Mazakala for use of the Portable Campfires mod). The grill will cook all of the meat in your inventory at once, while the campfire will cook one piece at a time. Either way takes 10 game minutes (using the wait menu will not speed things up, but its not that long once adjusted for timescale). Oh, and if you've got the Lead Belly perk, you're immune to food poisoning.
NEW - More accurate calorie burning while running. Your character has probably spent the entire game with Autorun turned on, meaning they jog 20 hours a day. Your calorie consumption will now reflect that (get ready to eat more junkfood). To alleviate this, either walk (yeah right) or wear power armor, which does the work for you. All vanilla, DLC, FWE, and FOOK2 1.0 power armors are supported. Support will be added for FOOK2 1.1 power armors once its out of beta.
Portable Gas Detector
This low-grade atmospherics analyzer sounds an alert if any of the following conditions are true:
Examining the gas detector will reveal what condition(s) are sounding the alarm.
Fatigue:
0% is normal. 70% - warns you, heavy breathing 90% - higher warning, heavier breathing 100% - you pass out PC 200, NPC 50 …?
Whack Effect: (Non-Blade Melee) Target takes fatigue damage when struck. (+20 pts per whack, modified downward by strength vs endurance) Whacked Target may drop equipped weapon Knocked out if whacked when fatigue over 75% If knocked out, Agility -4 for three minutes, Perception -4 for 4 minutes. Collapse whenever fatigue 100% or greater.
Blast Effect: (Explosions) Anyone in the blast radius is knocked off their feet. If struck by a blast when Fatigue > 50%, results in unconsciousness (duration varies by endurance; machines only stunned) Armor suffers extra damage (5 to 25% depending on AR) Victim loses Agi (-4 for 4 min) and Per (-5 for 5 min)
Gunshot Effect: (shotguns/nonauto wpns) Bullets impact fatigue (20 pts/hit) When fatigue is at 90%, target knocked to ground and unconscious three seconds, and Agi -4 for 3 minutes.
Robots unaffected.
Bullet impact force?
Distortion Effects: Lost perception - distant objects out of focus Lost agility - lightsensitive, tunnel vision (center of vision only in focus)
Effects increase at 25%, 50%, 66%, and 80% stat damage.
Strain: Strain is separate from fatigue, and kicks in when carrying more than 100% encumbrance, or when running.
Higher encumbrance equals more strain.
Encumbrance less than 50%: can run for about an hour before reaching 100% strain.
Encumbrance 100%: can run about twelve minutes.
Walking w/110% encumbrance: 16 game minutes
Walking w/150% encumbrance: 4.5 game minutes
Crippled leg: +30% strain speed Two crippled legs: +60% strain speed Crippled torso: +30% strain speed
Strain >= 100%: Collapse (injury suffered based on strain/second).
Strain >= 45% - Heavy breathing Strain >= 70% - Very heavy breathing, alert Strain >= 85% - High alert
Health = 100%: -25% strain speed Health = 25%: +50% strain speed
Strain also increases with jumping and melee combat
Strain decreases when you rest (stop running, or stop walking w/100%+ encumbrance)
Walking rest: 6.5 game minutes for strain to go from 100% to 0% if 0% encumbrance; over 9 minutes at 100% encumbrance.
Standing: less than 4 minutes at 0%, 5.5 minutes at 100%
Sitting: 2.25 minutes at 0%, 3.3 minutes at 100%
Strain is only reduced during combat when you are not moving (read: hiding)
Dynamic Jump: Based on agility and encumbrance. Base = 3 feet (25% + 5 AGL). 1 AGL/leg crippled: no jump. 25% ENC + 10 AGI = 5.4
feet.
Fast Run: When strain < 50%, can fast-run and gain 33% speed boost, but strain rate triples.
Strain > 75%: Running speed (and strain gain) both decrease, to a max at 95% strain (30% speed loss, 90% strain speed rate
loss).
Armor Encumbrance: Difference of up to 22% from 1 lb armor to 50 lb armor in speed rates.)
Wounds, Burns, Blood Loss, Trauma, and Infections:
Medical skill factors into effectiveness of treatments.
Injuries are measured in levels, with level 0 being no injury.
Dynamic self-heal: 5 END = normal, 1 END = 40% slower, 10 END = 50% faster. Regen is 100% of permanent HP amount per 10 game
hours.
Health Regen stops when Wound Level is 2 or greater, or when you are thirsty, hungry, or very tired.
Wounds increase in severity up to level 10. Moderate wounds start at level 2 (end regeneration), and Severe Wounds (constant
bleeding) start at level 5. Wounds below level 7 gradually heal on their own at the rate of -1 Wound Level per game hour (at 5
END.)
Infections: Wounds higher than level 4 will become infected. When infection reaches level 6, it damages your health; at this
point, the only cure is antibiotics.
Bleeding Wounds: Wounds above level 5 result in Blood Loss which increases with wound severity. Health slowly decreases when you
have a bleeding wound (and you'll cry out in pain).
Blood Level is tracked in units of blood lost - 8 units lost is Moderate Blood Loss, 12 units lost is severe, maximum is 18
units. With moderate blood loss, health begins to deteriorate (plus pain), and the greater the blood loss, the faster the
deterioration.
Blood regenerates on its own over time (+1 unit per game hour average). Blood transfusion uses a blood pack and surgical tubing
and restores 6 units of blood. Certain foods and drugs might restore small amounts as well.
To stop bleeding, apply bandages (reduces wound level by 30% to 70% based on medicine skill).
To induce clotting, you can inject clotting agents, which can speed things up (-1 wound level per fifteen minutes), reducing
wound level by up to 2.
Bandages can be applied to bleeding wounds during combat, but this disables player movement for several seconds (make sure
you're behind cover!)
A leather belt or similar tourniquet can be attached - this does not heal the wound, but reduces it temporarily by 3 wound
levels for one hour. Once the hour is up, all of the effects come back. Only one tourniquet can be in place at a time.
Burns increase in severity up to level 12, with Severe Burns beginning at level 8. Damaged skin can be replaced with synthetic
skin (requires synthflesh or stimpack, water, and bandages), and reduces burn level 50% to 80%. If no pure water available, a
stimpack injection and bandage reduces burn level 30% to 60%.
Bandages have penalties when on, and remain on for a minimum of 4 hours (up to 12 with multiple bandages). Bandage Time is
calculated separately for burns and wounds, and both are displayed separately. Bandages will automatically be removed once
Bandage Time returns to zero, but only if Wound Level or Burn Level is less than 2, and only when not in combat.
Trauma Injuries (bruising and tissue damage) increase in severity up to level 10, with severe trauma beginning at level 7 -
torso trauma, which requires treatment to heal. Injecting a stimpack into the bruised soft tissue will reduce trauma level by
25% to 75%.
Damaged limbs slowly heal, only if the wound is not crippled.
Crippled limbs require a medical brace to heal.
When a brace is applied, the limb requires time to heal fully before removal, and penalties are imposed while wearing it.
Without additional treatment, it takes 12 hours for a limb to heal completely, but a limb with a brace cannot be recrippled.
A crippled head (concussion/skull fracture) or crippled torso (fractured ribs/spine) can be treated through your med-tec under
treat fractures. This requires a targeted morphine injection (less effect, and only applied to what needs it the most.)
Injections damage fatigue, and vision will be distorted for 30 seconds while HP is being regained, and Strength is reduced by 1
point for six seconds. Stimpacks do not restore HP higher than 75%.
Water need: basic requirement is 2 oz per game hour, increased by 1 oz per hour when overheating, decreased by 1 oz per hour
when asleep.
Some foods and liquors dehydrate you. Liquor can restore fatigue?
Jolt Effect: Caffiene reduces sleep need by 1 to 2 hours each, up to -6 hours. When effect wears off, you regain the sleep need;
Crash Time warns when this will occur.
You cannot drink anything when you have radiation sickness (Radsickness level 5 or higher), and drinking when you have
radsickness will just make you sick (no water benefit, radsickness gets worse.)
Food need is based on permanent strength and endurance. An average PC (5 END, 5 STR, requires 9.6 food units every 24 game hours
(0.4 units per hour). A weaker one (4 str, 4 end) requires 8.4 units per day, and a stronger 6 END/STR char requires 10.8 food
per day. Range is 4.8 to 15.6 food per day.
Food1: Snackfoods reduce hunger by 0.6 food units and take about 36 minutes to digest
Food2: Light meals reduce hunger by 2 food units and take about 2 hours to digest
Food3: Normal meals reduce hunger by 3 food units and take about 3 hours to digest
Food4: Heavy meals reduce hunger by 4 food units and take 4 hours to digest
Eating fresh foods may purge radiation.
Certain red meats may reduce blood loss.
Meat from dead animals is raw meat; raw meat is less nourishing and more radiation-sensitive unless cooked.
Firestarters can start fires to cook food and boil water to purify it.
Eating increases Digestion Level by number of food units, and slowly decreases when not eating. If you eat when you are not
hungry, you get sick (no benefit, and your digestion level increases a bit because you now have indigestion.)
When Digestion Level is 1 or more, and Rad Damage is 100 or more, Radsickness Level slowly increases. The higher your rad
damage, the faster it increases. If it reaches level 5, you develop radiation sickness. You cannot eat or drink when you have
radiation sickness; if you get rad damage below 100, radsickness will decrease over time.
Most food and water contain Bacteria, which can cause food poisoning if ti gets too high. Cooking food and using clean utensils
greatly reduce the amount of Bacteria.
You heal while sleeping at the same rate and with the same restrictions as when you are awake. You cannot sleep unless you have
at least one hour of sleep debt, and you can sleep only as long as you need to. You cannot sleep when you have excessive
bleeding.
Injuries:
Moderate Wound BloodLost 8 -1 Intelligence -3 DamResist -10 Carry Wt HP Dam Severe Wound BloodLost 12 -2 Intelligence -5 DamResist -20 Carry Wt HP Dam Bleeding Wound Wound 5 -1 Endurance HP Dam No Sleep HP Dam No Regen Infected Wound Infection 6 -1 Endurance -5 DamResist -10 AP HP Dam Tourniquet (when used) -10 Carry Wt -1 Luck Bandaged Wound Bandaged Time -5 Carry Wt -2 DamResist Bandaged Burn Bandaged Time -5 Carry Wt -2 DamResist 3rd Degree Burns Burns 8 -1 Luck -3 DamResist -10 AP Torso Trauma Trauma 6 -1 Strength -5 DamResist -10 AP Left Arm Brace Splint -6 Big Guns -4 EnergyWeap. -4 Small Guns Right Arm Brace Splint -10 Big Guns -6 EnergyWeap. -6 Small Guns Left Leg Brace Splint -2 Agility -5 Carry Weight Right Leg Brace Splint -2 Agility -5 Carry Weight
Needs:
Thirsty Water Need 14 -1 Endurance -10 Poison Resist HP Dam No Regen Very Thirsty Water Need 24 -2 Endurance -1 Intelligence -20 Poison Resist HP Dam No Regen Very Dehydrated Water Need 32 -2 Endurance -2 Intelligence -30 Poison Resist HP Dam No Regen Dying of Thirst Water Need 40 -3 Endurance -3 Intelligence -40 Poison Resist HP Dam No Regen Hungry Food Need 6 -1 Strength -1 Agility -10 Rad Resist HP Dam No Regen Famished Food Need 9 -2 Strength -2 Agility -20 Rad Resist HP Dam No Regen Starving Food Need 14 -3 Strength -3 Agility -30 Rad Resist HP Dam No Regen Sleepy Sleep Need 8 -1 Perception -1 Intelligence HP Dam Very Tired Sleep Need 10 -1 Perception -2 Intelligence -1 Luck HP Dam No Regen Exhausted Sleep Need 12 -2 Perception -2 Intelligence -2 Luck HP Dam No Regen Delirious Sleep Need 16 -3 Perception -3 Intelligence -3 Luck HP Dam No Regen
When you are Thirsty (or Very Thirsty, or Dehydrated) you will cough, losing a few HPs, and alerting any nearby enemies.
When you are Sleepy (or Very Tired, or Exhausted) you will yawn, losing a few HPs, and alerting any nearby enemies.
When you are Hungry (or Famished, or starving) your stomach will growl, losing a few HPs, and alerting any nearby enemies.
[Note that the above coughing, yawning, and stomach growing are not meant to be the cause of your health loss; it is the lack of water, food, and sleep that are the cause. I just used the sound events to trigger the HP damage.]
Stun: Stun damage is temporary and goes away over time. However, Stun damage temporarily impairs a target's abilities, and can render a target unconscious. Stun damage cannot contribute to death, although the items used to deliver Stun damage often also inflict small amounts of other damage that can.
Bash: Bash damage is tissue and bone trauma caused by blunt force injury. This can be painful, troublesome, and fatal. Most weapons inflict a combination of Bash and Stun damage. Bash damage is the easiest to treat; it heals gradually over time, and can be accelerated with proper medicines and treatment.
Cut: Cut damage is damage inflicted by cuts, punctures, and other unpleasantries. Cuts tend to bleed, which causes Bleed damage relevant to the extent of the cut. Burn damage cauterizes cuts (converting them immediately to Bash damage), and natural clotting eventually converts Cuts to Bash damage.
Bleed: Bleed damage is inflicted through blood loss of any sort, whether by a slip of the knife in the kitchen or a severed leg or a vampire attack. Blood loss can easily kill you, and recovers very slowly unless the victim receives transfusions or other proper medical attention. Wounds can be cauterized to stop bleeding, although this can be very unpleasant for the cauterizee.
Burns: Burn damage is inflicted through - surprise, surprise - burns, whether they be temperature burns or chemical burns. Temperature burns are caused by extremes of temperature and can be extremely harmful; the vacuum of space can freeze you to death and kill you through lack of oxygen, while explosions, being too close to a venting exhaust port, or being struck by a flaming or molten object can cause high-temperature burns. Chemical burns, such as those caused through highly acidic compounds, are just all sorts of unpleasant, and often combine with Toxic damage to deliver a fatal one-two punch of death.
Toxic: Toxic damage is inflicted through poisons and toxins that the unfortunate breathes, ingests, contacts, or is injected with. Typically, protective clothing is required when handling toxins; failure to do so often results in toxic damage, and possibly other sorts of damage related to what you were doing. Toxic damage gradually increases over time until properly treated, so be sure to get yourself checked out regularly if you feel you have come into contact with toxins of some sort.
Viral: Viral damage occurs when a target is infected with a particular disease; viral damage can increase or decrease based on the disease(s) infesting the subject and the strength of their immune system. Viral damage is a blanket term for any sort of disease, illness, virus, or other effect that causes internal damage, although some particularly nasty substances may cause different types of damage instead of or in addition to viral damage. Viral damage can kill, so be sure to stay healthy.
Radiation: One significant threat of life in a space station is radiation, which can come from everything from damaged machinery to industrial mining to medical treatments to genetic re-engineering. As radiation has a variety of unpleasant effects (such as abruptly coughing up blood, organ failure, genetic deconstruction, and death), you will want to have radiation damage treated on a regular basis if you are in a field where you are exposed to it regularly.
Suffocation: Stop breathing oxygen, and you suffer suffocation damage. Lose consciousness due to critical injury, and you stop breathing, which results in suffocation damage. Suffocation damage (as well as blood loss) are the likely causes of death amongst those 'left for dead' as opposed to being killed outright. That said, suffocation damage is usually easiest to treat; you can usually recover from it through exposure to an oxygenated environment, although medical assistance may be required to help you if you drop from critical damage.