Difference between revisions of "Human"

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(type: Animals -> Animal; baseleatheramount: - -> 75; manhuntertame: 0.10 -> 0.1; manhunter: 0.50 -> 0.5; meatname: human meat -> -; gestation: 45 -> 30; offspring: 4 -> 1-3; avg offspring: - -> 1.072; attack1part: left hand -> left fist; attack2part: right hand -> right fist;)
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|name = Human
 
|name = Human
 
|image = Thrasher1557.png|Human
 
|image = Thrasher1557.png|Human
|description = "A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."
+
|description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
|type = Animals
+
|type = Animal
 
|type2 = Human
 
|type2 = Human
 +
|movespeed = 4.6
 +
|baseleatheramount = 75
 +
|min comfortable temperature = 16
 +
|max comfortable temperature = 26
 +
|marketvalue = 1750
 
|bodysize = 1
 
|bodysize = 1
 
|healthscale = 1
 
|healthscale = 1
|attack1cool = 2
+
|hungerrate = 1
 +
|diet = omnivorous
 +
|leathername = human leather
 +
|wildness = 0.75
 +
|manhuntertame = 0.1
 +
|manhunter = 0.5
 +
|gestation = 30
 +
|offspring = 1-3
 +
|avg offspring = 1.072
 +
|lifespan = 80
 +
<!--|maturityage = 18-->
 
|attack1dmg = 8.2
 
|attack1dmg = 8.2
|attack1part = left hand
 
 
|attack1type = Blunt
 
|attack1type = Blunt
 +
|attack1cool = 2
 +
|attack1part = left fist
 
|attack1stun = 14
 
|attack1stun = 14
|attack2cool = 2
 
 
|attack2dmg = 8.2
 
|attack2dmg = 8.2
|attack2part = right hand
 
 
|attack2type = Blunt
 
|attack2type = Blunt
 +
|attack2cool = 2
 +
|attack2part = right fist
 
|attack2stun = 14
 
|attack2stun = 14
 +
|attack3dmg = 8.2
 +
|attack3type = Bite
 
|attack3cool = 2
 
|attack3cool = 2
|attack3dmg = 8.2
 
 
|attack3part = teeth
 
|attack3part = teeth
|attack3type = Bite
 
 
|attack3chancefactor = 0.07
 
|attack3chancefactor = 0.07
 +
|attack4dmg = 5
 +
|attack4type = Blunt
 
|attack4cool = 2
 
|attack4cool = 2
|attack4dmg = 5
 
 
|attack4part = head
 
|attack4part = head
|attack4type = Blunt
 
 
|attack4chancefactor = 0.2
 
|attack4chancefactor = 0.2
|diet = omnivorous
 
|leathername = human leather
 
|leatheryield = 75
 
|gestation = 45
 
|lifespan = 80
 
|marketvalue = 1750
 
|maturityage = 18
 
|meatname = human meat
 
|movespeed = 4.6
 
|mass base = 70
 
|min comfortable temperature = 16
 
|max comfortable temperature = 26
 
|manhunter = 0.50
 
|manhuntertame = 0.10
 
|offspring = 4
 
|hungerrate = 1
 
|wildness = 0.75
 
 
}}
 
}}
 
{{TOCright}}
 
{{TOCright}}

Revision as of 19:46, 3 October 2021

Human

Human

A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.

Base Stats

Type
AnimalHuman
Market Value
1750 Silver

Pawn Stats

Move Speed
4.6 c/s
Health Scale
100% HP
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Filth Rate
1
Hunger Rate
1.6 Nutrition/Day
Diet
omnivorous
Life Expectancy
80 years
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Wildness
75%
Minimum Handling Skill
14
Comfortable Temp Range
16 °C – 26 °C (60.8 °F – 78.8 °F)

Production

Meat Yield
140 Human meat Human meat
Leather Yield
75 Human leather human leather
Gestation Period
30 days
Offspring Per Birth
1-3 (1.072 avg)

Melee Combat

Attack 1
Left fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Right fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
8.2 dmg (Bite)
12 % AP
2 second cooldown
0.07 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.29

Humans are the standard Colonist race, enemies (raiders) can be both the same species or artificial.

Diet

Humans are omnivores. Food supply can be gathered by foraging wild berries, hunting animals for their meat, growing plantations and lastly through cannibalism which causes negative thoughts incurring mood penalties to most but some who favor it.

Combat

Humans can fight with their own fists or equip one type of weapon at a time, either melee or ranged.

Body Parts

Anatomy of the pawn.png

Head

  • Effects:
    • Houses other organs
  • Health: 30
  • Lethal if destroyed/removed.

While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the assault rifle can hit the brain and not kill the colonist. However, brain tissue always scars, and sufficient damage may render a colonist unconscious forever, unless cured with the panacea that is the Healer mech serum.

Skull

  • Effects:
    • Houses Brain
  • Health: 30
  • Lethal if shattered.

Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull).

Brain
  • Effects:
    • Consciousness
    • Sight
    • Hearing
    • Moving
    • Manipulation
  • Health: 10
  • Lethal if destroyed/removed.

The most important organ of a colonist. It's required for consciousness, sight processing, hearing processing, moving, and working. It has a high chance to scar, rendering a human unconscious.

Eyes
  • Effects:
    • Sight
  • Health: 10

Includes :

  • Right Eye
  • Left Eye

Eyes are required for seeing. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with bionic or archotech eye, though they are rather expensive, but better than the original.

Ears
  • Effects:
    • Hearing
  • Health: 10

Includes :

  • Right Ear
  • Left Ear

Ears are required for hearing things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a cochlear implant or the bionic ear. Some ear function is required for trading and wardening. Lowered hearing impacts trade prices. However, colonists who cannot hear can still interact socially with other colonists.

Currently, loud noises like gunshots do not inflict pain or damage on the ears.

Nose
  • Effects:
    • None
  • Health: 10

Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists. It is only replaceable with the Aesthetic nose added by the Royalty DLC. If you do not own the DLC, your pawn will just have to go around looking like Voldemort.

Jaw
  • Effects:
    • Eating
    • Talking
  • Health: 20

Functions for eating and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a denture, which is less efficient.

Torso

  • Effects:
    • Living in General
  • Health: 40
  • Core Part
  • Lethal if destroyed

The torso is the core part of a colonist. It is a 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.

Neck

  • Effects:
    • Breathing
    • Eating
    • Talking
  • Health: 30
  • Lethal if destroyed/removed.

Technically part of the torso, it connects the head to the torso. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the brain from the core part, the torso.

Clavicle

  • Effects:
    • Moving
  • Health: 25

Includes :

  • Right Clavicle
  • Left Clavicle

The clavicles are the bones between the neck and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to work. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.

Spine

  • Effects:
    • Manipulation
    • Moving
  • Health: 35

Colonists need their spine for moving and working. Shattering the spine results in complete paralysis, presumably below the neck. Functionality can be restored by installing a bionic spine, which gives 100% effectiveness.

Pelvis

  • Effects:
    • Moving
  • Health: 25

The pelvis is critical for moving, and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis, except with the Healer mech serum.

Sternum

  • Health: 25

Front part of the rib cage.

Ribcage

  • Health: 30

Damage to ribcage is relatively harmless and only causes pain. Loss of ribcage pending tests

Lung

  • Effects:
    • Breathing
    • Health: 20

Includes :

  • Right Lung
  • Left Lung
  • Lethal if both lungs lost.

Colonists have two lungs, a right lung and left lung. Currently, colonists can breathe and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.

Stomach

  • Effects:
    • Eating
    • Metabolism
  • Health: 25

The stomach is a digestive organ and metabolism source. Hard metabolism and eating penalties upon loss.

Heart

  • Effects:
    • Blood Pumping
  • Health: 20

The heart is needed for blood pumping in colonists. Complete destruction of the heart results in instant death.

Hearts can be harvested and transplanted. They can be replaced with a Prosthetic heart or Bionic heart. The heart can be harvested without killing the donor by installing a cheap Prosthetic heart, so that the liver can also be harvested. Slave traders occasionally have these organs for sale.

Kidney

  • Effects:
    • Blood Filtration
    • Health: 20

Includes :

  • Right Kidney
  • Left Kidney
  • Lethal if both lost

Kidneys are required for blood filtration. Like lungs, losing one isn't life-threatening, but losing both results in death. 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 traders occasionally have these organs for sale.

Arm

  • Effects:
    • Manipulation
  • Health: 30

Includes :

  • Right Arm
  • Left Arm

Arms are required for working, and are containers for the hands and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic arm, a more expensive bionic arm, or even an uncraftable Archotech arm. Simple versions are only 50% as effective whereas bionic versions are 40% more efficient than a natural limb. Lack of both arms renders humans unable to work.

Humerus

  • Effects:
    • Manipulation
  • Health: 25

Includes :

  • Right Humerus
  • Left Humerus

Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do work. Definitely not funny.

Radius

  • Effects:
    • Manipulation
  • Health: 20

Includes :

  • Right Radius
  • Left Radius

Forearm bones, similar to humerus in terms of injury and shattering, with a loss of working ability for the affected arm if shattered.

Hand

  • Effects:
    • Manipulation
  • Health: 20

Includes :

  • Right Hand
  • Left Hand

Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw or a field hand bought from traders or crafted after researching Specialized limbs. Both provide 100% bodypart efficency but 8% movement penalty. Field hand increases Plant work speed by 160% and power claw is a lethal melee weapon. Alternatively, the arm can be replaced with a prosthetic or bionic replacement. It is still possible to strip without hands.

Fingers
  • Effects:
    • Manipulation
  • Health: 7

Includes :

  • Right Thumb
  • Right Index Finger
  • Right Middle Finger
  • Right Ring Finger
  • Right Pinky
  • Left Thumb
  • Left Index Finger
  • Left Middle Finger
  • Left Ring Finger
  • Left Pinky

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 manipulation.

Leg

  • Effects:
    • Moving
  • Health: 30

Includes :

  • Right Leg
  • Left Leg

Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to walk at all. A lost or damaged leg can be replaced either with a peg leg, simple prosthetic leg, a more expensive bionic leg, or even the uncraftable Archotech leg. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% more efficient than a natural limb.

Tibia

  • Effects:
    • Moving
  • Health: 25

Includes :

  • Right Tibia
  • Left Tibia

Lower leg bone, required for walking. When shattered, results in a complete loss of function of the leg containing the bone. They can be replaced with a Peg leg, a Prosthetic leg, a [[Bionic leg], or an Archotech leg.

Femur

  • Effects:
    • Moving
  • Health: 25

Includes :

  • Right Femur
  • Left Femur

Upper leg bone, the same in terms of injury as the tibia, with a loss of walking ability on being shattered. They can be replaced with a Peg leg, a Prosthetic leg, a [[Bionic leg], or an Archotech leg.

Foot

  • Effects:
    • Moving
  • Health: 20

Includes :

  • Right Foot
  • Left Foot

Humans have two feet, needed for walking. There are also the container for the toes. They can be replaced with a Wooden foot, or a leg replacement.

Toes
  • Effects:
    • Moving
  • Health: 7

Includes :

  • Right Little Toe
  • Right Fourth Toe
  • Right Middle Toe
  • Right Second Toe
  • Right Big Toe
  • Left Little Toe
  • Left Fourth Toe
  • Left Middle Toe
  • Left Second Toe
  • Left Big Toe

Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' walking by a small amount (a small 4%). They are replaced with a Wooden foot or a leg replacement.


Body Part Groups

Each body part is part of a body part group. Armor and Clothing can go over one or more of these body part groups, but they can't go over individual body parts.


  • Body Part Group Name Contents
    Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck
    UpperHead head, skull, brain, ears
    FullHead head, skull, brain, eyes, ears, nose, jaw
    Shoulders shoulders
    Arms arms, hands, humeri, radii
    Hands hands, fingers.
    LeftHand left hand, left hand fingers
    RightHand right hand, right hand fingers
    Legs legs, feet, femurs, tibiae
    Feet feet, toes

  • Body Parts (Summary)

    Being biological creatures, humans have a lot of body parts that work together to make them tick.

    Special Notes:

    • Brain injuries are always permanent and will never heal on their own. Eye injuries have a much greater chance of being permanent than usual.
    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
    Torso 40 1 100% 15% N/A[5] Ex.png Torso - Death
    Neck 25 1 7.5% 1.5% Torso Ex.png Neck Eating
    Talking
    Breathing
    Death
    Head 25 1 80% 1.74% Neck Ex.png UpperHead
    FullHead
    HeadAttackTool[6]
    - Death
    Skull 25 1 18% 0.216% Head Check.png UpperHead
    Eyes
    FullHead
    - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 10 1 80% 0.864% Skull Ex.png UpperHead
    Eyes
    FullHead
    Consciousness
    Death
    Damage always results in scarring.
    Eye 10 2 7.0% 0.42% Head Ex.png FullHead
    Eyes
    Sight
    −25% Sight. −100% if both lof both lost.
    −15 Disfigured Social penalty
    Damage always results in scarring
    0% Hit Chance against Blunt damage.
    Ear 12 2 7.0% 0.42% Head Ex.png UpperHead
    FullHead
    Hearing
    −25% Hearing. −100% if both lost.
    −15 Disfigured Social penalty
    Nose 10 1 10% 0.6% Head Ex.png FullHead - −15 Disfigured Social penalty
    Jaw 20 1 15% 0.8991% Head Ex.png Teeth
    FullHead
    Mouth
    Eating
    Talking
    −100% Talking and −90% Eating
    −15 Disfigured Social penalty
    Can no longer use Teeth attack.[7]
    Tongue 10[8] 1 0.1% 0.0009% Jaw Check.png FullHead Talking −100% Talking and −50% Eating
    −15 Disfigured Social penalty
    Waist[9] 10[8] 1 0% 0% Torso Ex.png Waist - N/A
    Spine 25 1 2.5% 2.5% Torso Check.png Torso Moving
    ×0 Moving[10]
    Ribcage 30 1 3.6% 3.6% Torso Check.png Torso Breathing
    Cannot be destroyed
    Up to −48% Breathing.
    Increasing Pain based on damage.
    Sternum 20 1 1.5% 1.5% Torso Check.png Torso Breathing
    Cannot be destroyed
    Up to −48% Breathing.
    Increasing Pain based on damage.
    Stomach 20 1 2.5% 2.5% Torso Check.png Torso Digestion
    −50% Digestion
    Heart 15 1 2.0% 2.0% Torso Check.png Torso Blood Pumping
    Death
    Lung 15 2 2.5% 2.5% Torso Check.png Torso Breathing
    −50% Breathing. Death if both lost
    Kidney 15 2 1.7% 1.7% Torso Check.png Torso Blood Filtration −50% Blood Filtration. Death if both lost
    Liver 20 1 2.5% 2.5% Torso Check.png Torso Digestion
    Death
    Shoulder 30 2 12% 1.68% Torso Ex.png Shoulders Manipulation
    −50% Manipulation.
    −100% if both lost
    Clavicle 25 2 9.0% 1.08% Shoulder Check.png Torso Manipulation
    Cannot be destroyed
    Up to −48% Manipulation.
    Increasing Pain based on damage.
    Arm 30 2 77% 6.0984% Shoulder Ex.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Humerus 25 2 10% 0.924% Arm Check.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Radius 20 2 10% 0.924% Arm Check.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Hand 20 2 14% 0.827904% Arm Ex.png Hands Manipulation
    −50% Manipulation. −100% if both lost
    Can no longer use Fist attack[11]
    Pinky 8 2 6.0% 0.077616% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Ring Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Middle Finger 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Index Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Thumb 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Pelvis 25 1 2.5% 2.5% Torso Check.png Torso Moving
    Cannot be destroyed
    Up to −96% Moving.
    Increasing Pain based on damage.
    Leg 30 2 14% 9.8% Torso Ex.png Legs Moving
    −50% Moving. −100% if both lost
    Femur 25 2 10% 1.4% Leg Check.png Legs Moving
    −50% Moving. −100% if both lost
    Tibia 25 2 10% 1.4% Leg Check.png Legs Moving
    −50% Moving. −100% if both lost
    Foot 25 2 10% 0.854% Leg Ex.png Feet Moving
    −50% Moving. −100% if both lost
    Little Toe 8 2 6.0% 0.084% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Fourth Toe 8 2 7.0% 0.098% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Middle Toe 8 2 8.0% 0.112% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Second Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Big Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
    3. What apparel coverage covers this body part.
    4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    5. This is the part that everything else connects to to be considered 'connected'.
    6. Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
    7. A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
    8. 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
    9. Called "Utility Slot" in game.
    10. If Moving drops below 16% a pawn cannot move.
    11. A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
    12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.

    Butchering

    Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust.

    Trivia

    Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.

    Version History

    • Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown