Difference between revisions of "Heart"
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: {{--|5}} for "Witnessed ally's death" (on colonist) | : {{--|5}} for "Witnessed ally's death" (on colonist) | ||
: {{--|4}} for "Observed corpse" | : {{--|4}} for "Observed corpse" | ||
− | Pawns with the [[Bloodlust]] or [[Psychopath]] [[ | + | Pawns with the [[Bloodlust]] or [[Psychopath]] [[traits]], or those with an [[Ideoligion]] with [[Ideoligion#Organ use|Organ Use: Acceptable]]{{IdeologyIcon}} are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use. |
Hearts can also be acquired through [[trading]] with faction settlements or Exotic Goods traders. | Hearts can also be acquired through [[trading]] with faction settlements or Exotic Goods traders. |
Revision as of 22:40, 16 February 2023
Heart
A biological human heart. Pumps blood around the body.
Base Stats
- Type
- Medical Items – Body Parts
- Mass
- 1 kg
- HP
- 50
- Flammability
- 100%
- thingCategories
- BodyPartsNatural
The heart is an organ that pumps blood through the circulatory system. Destruction of the heart is instantly fatal.
Pawns can suffer from an artery blockage, which reduces pumping efficiency of blood, or from heart attacks, which can be fatal if not treated.
Acquisition
Heart items are harvested from live humans through surgery. The heart must be perfectly healthy in order to obtain the item; you won't retrieve a heart from a pawn with artery blockage, for example. This bill requires 1 of any type of medicine to perform. Success chance is dependent on a number of factors, including bed quality, room cleanliness, and doctor skill - specifically the doctor's Medical Surgery Success Chance. Hearts can be directly harvested, but installing a prosthetic heart or bionic heart will also net an organic heart. Removing the heart, without replacing it, will kill the pawn.
Removing a heart from a guest or prisoner will decrease faction goodwill by 160 points, to a cap of -100; -80 for the surgery, and -80 for murder. Replacing a healthy guest's heart with a prosthetic only incurs the former penalty. Other colony members can get potentially tremendous mood penalties, which all stack:
- −5 for "Someone's organ harvested" (any organ); −6 if colonist
- −6 for "Someone organ-murdered"
- −5 for "Witnessed ally's death" (on colonist)
- −4 for "Observed corpse"
Pawns with the Bloodlust or Psychopath traits, or those with an Ideoligion with Organ Use: Acceptable are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use.
Hearts can also be acquired through trading with faction settlements or Exotic Goods traders.
Summary
The heart is a vital organ for humans. It accounts for up to 100% of a person's Blood Pumping. Blood Pumping has a 0.2x effect on Consciousness, so losing 20% Blood Pumping means -4% Consciousness, which itself affects a variety of important stats. Blood Pumping has a direct impact (0.2x) on Moving, and the loss of Consciousness further slows the pawn down (losing 20% Blood Pumping = -8% Moving). Finally, loss of Blood Pumping decreases the Rest Rate Multiplier, making a pawn sleep for longer periods. Improving Blood Pumping past 100% increases Moving and Rest, but not Consciousness.
Hearts can be damaged by disease, drugs, or combat. Organic hearts are vulnerable to artery blockages and heart attacks.
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 8.
Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 0.
If the operation fails, the part has a chance[What Chance?] to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum success chance of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
Analysis
Harvesting from a guest will inflict massive goodwill penalties, and harvesting from a colonist will bring even more mood penalties, so simply steal organs from a prisoner.
The prosthetic heart is inferior to an organic heart in function, and the bionic heart is superior, but both are immune to artery blockages and heart attacks, and installing either will cure both. Installing a prosthetic heart on an otherwise healthy pawn gives you the more valuable organic heart. This inflicts no penalties on colonists/prisoners, but gives a -80 goodwill malus on guests from nonhostile factions.
Total destruction of the heart is instantly fatal, while Consciousness is a very important stat. Thus, you should replace damaged hearts as soon as possible. Pawns using wake-up or of old age are particularly vulnerable to heart attacks, so installing an artificial heart early may be helpful.
Trade
Hearts are worth 1,200, worth exactly the same as a liver. However, the heart can be replaced by a prosthetic heart; by installing the prosthetic, you can obtain both the heart and the liver, or obtain a heart and keep the pawn alive.
A completely removed heart/liver will kill a pawn, and installing a prosthetic heart has a chance to kill. Therefore, it's best to harvest a kidney and a lung before taking the heart. This is worth 1,000 + 900 + 1,200 = 3100, before accounting for Market Price or the prosthetic heart. This comes at the usual mood penalties, unless you have a colony filled with Psychopaths or a favorable Ideoligion. A Royal Tribute Collector will ignore lost organs for sold prisoners, as long as they can walk.
Version history
- 0.7.581 - Item form added, and now harvestable.
- ? (Possibly 1.4) - Market value increased from 500 silver to 1200 silver.