<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jace</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jace"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Jace"/>
	<updated>2026-06-28T04:06:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=181058</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=181058"/>
		<updated>2026-06-24T04:14:16Z</updated>

		<summary type="html">&lt;p&gt;Jace: changed &amp;quot;trigering&amp;quot; to &amp;quot;triggering&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = Chimera.png&lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br /&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hidden while undiscovered = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 70&lt;br /&gt;
| anomaly knowledge = 1&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 1.5&lt;br /&gt;
| gets cold containment bonus = &lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 135&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| healthscale = 3&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| body = QuadrupedAnimalWithPaws&lt;br /&gt;
| diet = none&lt;br /&gt;
| trainable = None&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| can become shambler = true&lt;br /&gt;
| needs rest = false&lt;br /&gt;
| blood def = Filth_DarkBlood&lt;br /&gt;
| bleed rate factor = 0.5&lt;br /&gt;
| flesh type = EntityFlesh&lt;br /&gt;
| is immune to infections = true&lt;br /&gt;
| has genders = false&lt;br /&gt;
| corpse hidden while undiscovered = true&lt;br /&gt;
| hediff giver sets = AnomalyEntity&lt;br /&gt;
| life stage ages = EntityFullyFormed&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| leatheryield = 20&lt;br /&gt;
| leathername = Dread leather&lt;br /&gt;
| meatyield = 70&lt;br /&gt;
| meatname = Twisted meat&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left claw&lt;br /&gt;
| attack1labelNoLocation = claw&lt;br /&gt;
| attack1dmg = 17&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1part = FrontLeftPaw&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right claw&lt;br /&gt;
| attack2labelNoLocation = claw&lt;br /&gt;
| attack2dmg = 17&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2part = FrontRightPaw&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3dmg = 23.6&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = head&lt;br /&gt;
| attack4dmg = 11&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4part = HeadAttackTool&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| attack4ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Chimera&lt;br /&gt;
| label = chimera&lt;br /&gt;
}}&lt;br /&gt;
The '''chimera''' is a bestial and ferocious [[entity]] added by the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Chimeras only require a level 1 Monolith to spawn.&lt;br /&gt;
&lt;br /&gt;
Chimera packs appear as a Major threat. [[Shambler]] chimeras can be mixed into Shambler animal swarms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They bleed at half the rate of normal animals and have 50% [[Toxic Resistance]].&lt;br /&gt;
&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage,{{Check Tag|Guaranteed to?}} gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''[[Hediffs#Rage speed|Rage speed]]:'''&lt;br /&gt;
* [[Pain]]: {{Good|×0%}}&lt;br /&gt;
* [[Move Speed]]: {{Good|×175%}}&lt;br /&gt;
** This results in a move speed of {{#expr:{{P|Move Speed Base}}*1.75}} {{CS}}&lt;br /&gt;
* [[Stagger Time Multiplier]]: {{Good|×0%}}&lt;br /&gt;
&lt;br /&gt;
Rage speed lasts for {{Ticks/gametime|3400}}.{{Check Tag|Cooldown?|Is there a cool down, of so what? Alternatively will they only activate it once or every time theyre damaged once its complete}}&lt;br /&gt;
&lt;br /&gt;
If raised as a [[shambler]] (e.g. by [[Research#Deadlife_dust|deadlife dust]]), chimeras retain their Rage Speed ability. Shambler chimeras can also fulfill the entity codex entry for Chimeras.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a chimera will receive a {{Bad|-8}} mood effect for 24 hours. Killing or disposing of the chimera has no affect on this moodlet.{{Check Tag|Thought Template}}&lt;br /&gt;
&lt;br /&gt;
Chimeras have 3 different behaviors: attack, stalk and withdrawal. Initially chimeras will be in stalk mode and wander around their initial position. In attack mode, chimeras will behave very similar to manhunter packs. Receiving damage will generally cause chimeras to change from stalk mode to attack mode. &lt;br /&gt;
&lt;br /&gt;
Stalk mode will change to attack mode every 16.8 hours on average. Attack mode will change to stalk mode every 8 hours on average. Stalk Mode and Attack Mode will last at least 3 hours. An exception is when chimeras in stalk mode are damaged and then they can switch to attack mode.&lt;br /&gt;
&lt;br /&gt;
Everytime a chimera is killed or downed in attack mode there is a 7.5% chance the chimeras will switch to withdrawal mode. In withdrawal mode, Chimeras will flee and not respond to damage. Withdrawal mode will last at least one hour.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to a [[bioferrite harvester]], it yields {{Icon Small|bioferrite||3.225}} [[bioferrite]] per day.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When enraged, chimeras gain pain immunity and a large speed boost, allowing them to catch up to ranged pawns frighteningly fast. Running away is difficult, so heavily armored melee pawns or [[ghoul]]s are recommended to intercept them first.  Standard ranged [[killbox]]es are less effective than usual due to their high HP and enrage mechanics. They also have the some of the strongest melee attacks of any single entity, equivalent to a [[grizzly bear]], and can quickly cause a colonist to bleed out by tearing off limbs.&lt;br /&gt;
&lt;br /&gt;
Still, chimeras essentially behave like [[manhunter|manhunting animals]] when attacking. They will eagerly ​pile up behind a [[door]] blocked by melee colonists. [[Frag grenades|Frag grenadiers]] behind the melee blockers will make short work of the pack, assuming the blockers can last long enough. They will not attack structures and will wait patiently outside a colony that has walled itself in and closed its doors, although they will not sleep or leave, waiting indefinitely until killed. As chimeras are hostile to non-entity raiders, it is possible to summon a [[mechanoid commander|mech boss]],{{BiotechIcon}} fail a [[draw animals]] ritual to summon manhunters, accept a [[quest]], etc. in order to eliminate or weaken a pack of chimeras. A [[nociosphere]] can be used to quickly dispatch stalking chimeras without triggering them into their attack mode, which could also lead to one being pain shocked and thus capturable.&lt;br /&gt;
&lt;br /&gt;
Unlike manhunters, chimeras are not considered mentally broken and can be turned against each other with [[psychic insanity lance]]s or [[berserk (psycast)|berserk]] [[psycast]]s.{{RoyaltyIcon}} They are no longer affected by the [[manhunter pulse]] psycast,{{RoyaltyIcon}}{{Check Tag|As of at least 1.6.4633}} nor affected by the [[psychic animal pulser]].&lt;br /&gt;
&lt;br /&gt;
Some other strategies include:&lt;br /&gt;
* [[Mortar]]s can be used to trigger their rage ability early, so that it will be close to ending or on cooldown by the time they reach the base and susceptible to pain shock. &lt;br /&gt;
* Like many entities, [[fire]] can be effective against chimeras when fighting out in the open. Fire is not recommended in a melee blocking scenario as pawns lit on fire can run past the melee blockers.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Capturing chimeras is quite difficult due to their immunity to pain combined with their high speed and durability.  The most reliable method is generally to wound one severely, then retreat behind a door until it passes out from blood loss.  When using this strategy, keep in mind that they are extremely fast and may block a doorway before your colonist can close the door.  They are also susceptible to temperature traps, though their thick fur provides ample insulation against the elements in cold biomes. [[Psychic shock lance]]s are another option, if available. &lt;br /&gt;
&lt;br /&gt;
Once captured, they have a fairly high [[bioferrite]] yield - although less than [[devourer]]s - and are a source of Advanced study available before [[monolith]] level 2. [[IED tox trap]]s{{BiotechIcon}} are a good way to stop an escaping chimera, as the [[toxic buildup]] will down the chimera before it can break down an actively repaired [[security door]]. Otherwise, they are relatively dangerous to contain, and their pain immunity means they will often be killed while escaping unless using (expensive) options like [[psychic shock lance]]s.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_A_east.png | Variant A facing east&lt;br /&gt;
File:Chimera_A_north.png| Variant A facing north&lt;br /&gt;
File:Chimera_A_south.png| Variant A facing south&lt;br /&gt;
File:DessicatedChimera_A_east.png | Dessicated variant A facing east&lt;br /&gt;
File:DessicatedChimera_A_north.png| Dessicated variant A facing north&lt;br /&gt;
File:DessicatedChimera_A_south.png| Dessicated variant A facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_B_east.png | Variant B facing east&lt;br /&gt;
File:Chimera_B_north.png| Variant B facing north&lt;br /&gt;
File:Chimera_B_south.png| Variant B facing south&lt;br /&gt;
File:DessicatedChimera_B_east.png | Dessicated variant B facing east&lt;br /&gt;
File:DessicatedChimera_B_north.png| Dessicated variant B facing north&lt;br /&gt;
File:DessicatedChimera_B_south.png| Dessicated variant B facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_C_east.png | Variant C facing east&lt;br /&gt;
File:Chimera_C_north.png| Variant C facing north&lt;br /&gt;
File:Chimera_C_south.png| Variant C facing south&lt;br /&gt;
File:DessicatedChimera_C_east.png | Dessicated variant C facing east&lt;br /&gt;
File:DessicatedChimera_C_north.png| Dessicated variant C facing north&lt;br /&gt;
File:DessicatedChimera_C_south.png| Dessicated variant C facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chimera_D_east.png | Variant D facing east&lt;br /&gt;
File:Chimera_D_north.png| Variant D facing north&lt;br /&gt;
File:Chimera_D_south.png| Variant D facing south&lt;br /&gt;
File:DessicatedChimera_D_east.png | Dessicated variant D facing east&lt;br /&gt;
File:DessicatedChimera_D_north.png| Dessicated variant D facing north&lt;br /&gt;
File:DessicatedChimera_D_south.png| Dessicated variant D facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The chimeras are inspired by the bear creature in the 2018 film &amp;quot;[https://en.wikipedia.org/wiki/Annihilation_(film) Annihilation]&amp;quot;. &amp;lt;ref&amp;gt;&amp;quot;This creature was inspired by the bear from the film Annihilation. &amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/1jffcqs/comment/miwhpyi Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Jace</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=162594</id>
		<title>Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=162594"/>
		<updated>2025-06-14T21:03:48Z</updated>

		<summary type="html">&lt;p&gt;Jace: /* MechanicalCentipede */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Part efficiency, other body types etc}}&lt;br /&gt;
{{Rewrite|reason= Majority of this page seems redundant with the table now, and this page gets so little traffic that it's rarely updated. Consider overhaul. retain mechanics}} &lt;br /&gt;
{{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously imply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and [[bionics]].&lt;br /&gt;
&lt;br /&gt;
Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.&lt;br /&gt;
&lt;br /&gt;
Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Body Part Groups==&lt;br /&gt;
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Shoulder). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{:Table of Human Body Part Groups}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Summary)==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
*Brain injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;&amp;gt;Please see ''BodyParts_General.xml''. The chance is set to 9999999.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{:Table of Human Body Parts}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. Damaged body part causes pain, destroyed parts do not. Damage to a body part associated to a capacity will lower said capacity proportional to the HP lost and the importance of the part in question. For example, 1 HP lost on the left lung of an otherwise healthy human pawn will reduce breathing by 3.4%.&amp;lt;br/&amp;gt;&lt;br /&gt;
For ease of navigation, each part is grouped into the groups '''Head''', '''Torso''', '''Arms''', '''Legs'''.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;big&amp;gt; '''Head related parts'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
===Head===&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain (via the skull).&lt;br /&gt;
&lt;br /&gt;
====Skull====&lt;br /&gt;
Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Can be extracted by pawns with the [[Ideoligion#Skullspike|Skullspike: Desired]]{{IdeologyIcon}} precept to create a [[Skull]] item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Brain=====&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Source of [[#Consciousness|consciousness]] of the pawn, which in turn affects  [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Eye&lt;br /&gt;
*Left Eye&lt;br /&gt;
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be [[scar]]red when damaged. A destroyed or lost eye causes a pawn to be considered [[disfigured]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ears====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Ear&lt;br /&gt;
*Left Ear&lt;br /&gt;
Ears are required for [[#Hearing|hearing]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].&amp;lt;br/&amp;gt;&lt;br /&gt;
Loud noises like gunshots do not inflict pain or damage on the ears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nose====&lt;br /&gt;
No in-game function. A destroyed or lost nose causes a pawn to be considered [[disfigured]].&amp;lt;br/&amp;gt;&lt;br /&gt;
It can be replaced with an [[aesthetic nose]] with the [[Royalty DLC]]{{RoyaltyIcon}} or restored with a [[Healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
====Tongue====&lt;br /&gt;
Required for [[Talking|talking]] and important for [[Eating|eating]]. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a [[bionic tongue]]. A destroyed or lost tongue causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
====Jaw====&lt;br /&gt;
Required for [[Talking|talking]] and important for [[Eating|eating]]. A destroyed or lost jaw causes a pawn to be considered [[disfigured]] due to losing the attacked Tongue.&amp;lt;br/&amp;gt;&lt;br /&gt;
Missing Jaws can be replaced with a [[Bionic jaw]], but this won't remove the disfigured social penalty.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;big&amp;gt; '''Torso related parts'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
===Torso===&lt;br /&gt;
*Core Part&lt;br /&gt;
*Lethal if destroyed&lt;br /&gt;
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.&lt;br /&gt;
&lt;br /&gt;
====Neck====&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].&lt;br /&gt;
&lt;br /&gt;
====Spine====&lt;br /&gt;
Required for [[#Moving|moving]]. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired with [[healer mech serum]] or [[luciferium]].&lt;br /&gt;
&lt;br /&gt;
====Pelvis====&lt;br /&gt;
Required for [[#Moving|moving]]. Indestructible by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Sternum====&lt;br /&gt;
Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Ribcage====&lt;br /&gt;
The ribcage cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Lung====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Lung&lt;br /&gt;
*Left Lung&lt;br /&gt;
*Lethal if both lungs lost.&lt;br /&gt;
&lt;br /&gt;
Required for [[#Breathing|breathe]]. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave and exotic goods traders occasionally have organs for sale.&lt;br /&gt;
&lt;br /&gt;
==== Stomach ====&lt;br /&gt;
Stomachs affect a pawn's [[Digestion]], which in turn affects {{#ask: [[Digestion Importance::+]]}}. A pawn can survive losing a stomach. [[Gut worms]] can infect the stomach and increase hunger and pain.&lt;br /&gt;
&lt;br /&gt;
==== Liver ====&lt;br /&gt;
*Lethal if lost.&lt;br /&gt;
Source of a pawn's [[Digestion]]. Livers can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
*Lethal if lost.&lt;br /&gt;
Source of a pawn's [[Blood Pumping]]. Hearts can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Kidney====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Kidney&lt;br /&gt;
*Left Kidney&lt;br /&gt;
*Lethal if both lost&lt;br /&gt;
Kidneys are required for [[#Blood Filtration|blood filtration]]. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave and exotic goods traders occasionally have these organs for sale.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;big&amp;gt;'''Arm related parts'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
===Shoulder===&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Shoulder&lt;br /&gt;
*Left Shoulder&lt;br /&gt;
Linked to [[Manipulation]]. In humans, each shoulder has an arm and clavicle subparts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Despite its name, all '''arm'''  replacements are installed on the shoulder.&lt;br /&gt;
&lt;br /&gt;
====Clavicle====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Clavicle&lt;br /&gt;
*Left Clavicle&lt;br /&gt;
Linked to [[Manipulation]]. Indestructible by damage. It never scars.&amp;lt;br/&amp;gt;&lt;br /&gt;
All '''arm''' replacements remove this part.&lt;br /&gt;
&lt;br /&gt;
===Arm===&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Arm&lt;br /&gt;
*Left Arm&lt;br /&gt;
Linked to [[Manipulation]]. In humans, each arm has a humerus, radius, and hand subpart.&amp;lt;br/&amp;gt;&lt;br /&gt;
All '''arm''' replacements remove this part.&lt;br /&gt;
&lt;br /&gt;
====Humerus====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Humerus&lt;br /&gt;
*Left Humerus&lt;br /&gt;
Upper bones of the arm. Linked to [[Manipulation]]. It never scars.&amp;lt;br/&amp;gt;&lt;br /&gt;
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.&lt;br /&gt;
&lt;br /&gt;
====Radius====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Radius&lt;br /&gt;
*Left Radius&lt;br /&gt;
Forearm bones. Linked to [[Manipulation]]. It never scars.&amp;lt;br/&amp;gt;&lt;br /&gt;
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.&lt;br /&gt;
&lt;br /&gt;
====Hand====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
Linked to [[Manipulation]]. Each hand contains 5 fingers.&amp;lt;br/&amp;gt;&lt;br /&gt;
If lost, it can be replaced by a [[Wooden hand]], [[power claw]], or [[Field hand]] {{RoyaltyIcon}}. Alternatively, replacing the whole arm will also restore function to the limb.&lt;br /&gt;
&lt;br /&gt;
=====Fingers=====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Thumb&lt;br /&gt;
*Right Index Finger&lt;br /&gt;
*Right Middle Finger&lt;br /&gt;
*Right Ring Finger&lt;br /&gt;
*Right Pinky&lt;br /&gt;
*Left Thumb&lt;br /&gt;
*Left Index Finger&lt;br /&gt;
*Left Middle Finger&lt;br /&gt;
*Left Ring Finger&lt;br /&gt;
*Left Pinky&lt;br /&gt;
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).&lt;br /&gt;
&lt;br /&gt;
Losing a finger will cause the colonist to lose 5% manipulation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;big&amp;gt;'''Leg related parts:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
===Leg===&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Leg&lt;br /&gt;
*Left Leg&lt;br /&gt;
Linked to [[moving]]. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Any leg replacement will also replace all subparts.&lt;br /&gt;
&lt;br /&gt;
====Tibia====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Tibia&lt;br /&gt;
*Left Tibia&lt;br /&gt;
Lower leg bone (aka shinbone), linked to [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Femur====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Femur&lt;br /&gt;
*Left Femur&lt;br /&gt;
Upper leg bone between hip and knee, linked to [[moving]] capacity. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.&lt;br /&gt;
&lt;br /&gt;
====Foot====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Foot&lt;br /&gt;
*Left Foot&lt;br /&gt;
Humans have two feet, needed for [[moving]]. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.&lt;br /&gt;
&lt;br /&gt;
=====Toes=====&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Little Toe&lt;br /&gt;
*Right Fourth Toe&lt;br /&gt;
*Right Middle Toe&lt;br /&gt;
*Right Second Toe&lt;br /&gt;
*Right Big Toe&lt;br /&gt;
*Left Little Toe&lt;br /&gt;
*Left Fourth Toe&lt;br /&gt;
*Left Middle Toe&lt;br /&gt;
*Left Second Toe&lt;br /&gt;
*Left Big Toe&lt;br /&gt;
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.&lt;br /&gt;
&lt;br /&gt;
Losing a toe will cause a colonist to lose 4% of its moving capacity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crafting/acquiring, but most importantly in how effective the replacement part will be.&lt;br /&gt;
&lt;br /&gt;
=== Part Efficiency ===&lt;br /&gt;
A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.&lt;br /&gt;
&lt;br /&gt;
Replacement parts come in rough tech levels, which have a part efficiency range. Parts of higher tech levels tend to have higher part efficiency than those of the previous ones. A word of warning: installation of any replacement body part count as an operation (that can be botched) and requires anesthetics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Harvested Parts ===&lt;br /&gt;
As RimWorld has no concept of body part rejection or the difficulty of transplants, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only [[lung]]s,[[kidney]]s, [[liver]], and [[heart]] organs are available for harvesting; the [[stomach]] is available only if a non-natural replacement is installed. These can be obtained via the harvesting operation or by replacing a healthy organ with some replacement. Amputations never yield body-parts. Both the &amp;quot;donor&amp;quot; and the colony as a whole may receive negative [[Mood]] for a harvesting operation. The precept [[Ideoligion#Organ use|Organ use]]{{IdeologyIcon}} can remove the colony mood penalty of set to '''Acceptable'''. There is no voluntary donation mechanic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traders sidestep any mood effects for acquiring body parts, unless the precept [[Ideoligion#Organ use|Organ use]]{{IdeologyIcon}} is set to '''No harvest or sell'''/'''Totally abhorrent'''.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tribal parts ===&lt;br /&gt;
These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:&amp;lt;br/&amp;gt;&lt;br /&gt;
:[[Denture]], [[Wooden hand]], [[Peg leg]], [[Wooden foot]]&lt;br /&gt;
&lt;br /&gt;
=== Prostheses ===&lt;br /&gt;
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They require {{Icon Small|steel}} Steel and {{Icon Small|component}} Components to build. They can be built on a Machining Table after the [[Research#Prosthetics|Prosthetic research]] is complete.&lt;br /&gt;
&lt;br /&gt;
Part efficiency varies from 50-85% and include:&amp;lt;br/&amp;gt;&lt;br /&gt;
:[[Cochlear implant]], [[Prosthetic arm]], [[Prosthetic leg]], [[Prosthetic heart]]&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and [[Research#Bionics|Bionics research]], and are generally crafted at a Fabrication bench. The '''detoxifier''' organs introduced by the [[Biotech DLC]]{{BiotechIcon}} also belong to this level, and require the [[Research#Toxin filtration|Toxin filtration research]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:&amp;lt;br/&amp;gt;&lt;br /&gt;
:[[Bionic arm]], [[Bionic ear]], [[Bionic eye]], [[Bionic heart]], [[Bionic jaw]], [[Bionic leg]], [[Bionic spine]], [[Bionic stomach]], [[Bionic tongue]], [[Detoxifier kidney]]{{BiotechIcon}}, [[Detoxifier lung]]{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Specialized Bionics ===&lt;br /&gt;
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.&lt;br /&gt;
&lt;br /&gt;
Many of these are tied to the [[Royalty DLC]]{{RoyaltyIcon}}, but a few have been available in the base game for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Archotech ===&lt;br /&gt;
Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:&amp;lt;br/&amp;gt;&lt;br /&gt;
:[[Archotech arm]], [[Archotech eye]], [[Archotech leg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== List of body parts ===&lt;br /&gt;
:The following is a list with all body parts, artificial or otherwise, present in the game. Some act as replacements of the original limb/organ while others attach to it instead:&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoids ==&lt;br /&gt;
===Differences to biologicals===&lt;br /&gt;
Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed:&lt;br /&gt;
&lt;br /&gt;
====Renamed parts====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Heart'''&lt;br /&gt;
*Renamed to Reactor&lt;br /&gt;
*Blood pumping renamed to Power Generation&lt;br /&gt;
&lt;br /&gt;
'''Brain'''&lt;br /&gt;
*Renamed to Artificial Brain&lt;br /&gt;
*Consciousness renamed to Data Processing&lt;br /&gt;
&lt;br /&gt;
'''Torso'''&lt;br /&gt;
*Renamed to Thorax&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kidneys'''&lt;br /&gt;
*Renamed to Fluid Reprocessors&lt;br /&gt;
*No longer labeled as left and right, as they do not always occur in pairs&lt;br /&gt;
*Blood Filtration renamed to Fluid Reprocessing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Eyes'''&lt;br /&gt;
*Renamed to Sight Sensor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ears'''&lt;br /&gt;
*Renamed to Hearing Sensor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nose'''&lt;br /&gt;
*Renamed to Chemical Analyzer&lt;br /&gt;
&lt;br /&gt;
'''Neck'''&lt;br /&gt;
*Responsible for speaking, instead of the tongue, which mechanoids lack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
====Missing parts====&lt;br /&gt;
*Mechanoids lack bones, liver, stomach, jaw, and tongue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bulb turret====&lt;br /&gt;
*The bulb turret is a body part found on various types of mechanoid. It functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Types of Mechanoid Bodies===&lt;br /&gt;
There are 13 body types available to mechanoids. See each type for details.&lt;br /&gt;
&lt;br /&gt;
====MechanicalCentipede====&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;Hide MechanicalCentipede&amp;quot; data-expandtext=&amp;quot;MechanicalCentipede&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|MechanicalCentipede|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-collapsetext=&amp;quot;Hide Lancer&amp;quot; data-expandtext=&amp;quot;Lancer&amp;quot;&amp;gt;&lt;br /&gt;
* (Includes Tesseron and Legionary)&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Lancer|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Pikeman&amp;quot; data-expandtext=&amp;quot;Pikeman&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Pikeman|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Scyther&amp;quot; data-expandtext=&amp;quot;Scyther&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Scyther|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide MechanicalTermite&amp;quot; data-expandtext=&amp;quot;MechanicalTermite&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|MechanicalTermite|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Mech_Light&amp;quot; data-expandtext=&amp;quot;Mech_Light&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Mech_Light|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Mech_Agrihand&amp;quot; data-expandtext=&amp;quot;Mech_Agrihand&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Mech_Agrihand|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Scorcher&amp;quot; data-expandtext=&amp;quot;Scorcher&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Scorcher|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Apocriton&amp;quot; data-expandtext=&amp;quot;Apocriton&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Apocriton|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Mech_Tunneler&amp;quot; data-expandtext=&amp;quot;Mech_Tunneler&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Mech_Tunneler|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Mech_Diabolus&amp;quot; data-expandtext=&amp;quot;Mech_Diabolus&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Mech_Diabolus|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Mech_Centurion&amp;quot; data-expandtext=&amp;quot;Mech_Centurion&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Mech_Centurion|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;data-collapsetext=&amp;quot;Hide Mech_Warqueen&amp;quot; data-expandtext=&amp;quot;Mech_Warqueen&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;{{Animal Health Table|Mech_Warqueen|notCollapsible=1}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Body parts system added.&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics&lt;br /&gt;
* Beta 19/ 1.0 - Combined ribs into rib cage&lt;br /&gt;
* 1.1 - Stomach is no longer a vital organ.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]] [[Category:Medical Item|#Body Parts]]&lt;/div&gt;</summary>
		<author><name>Jace</name></author>
	</entry>
</feed>