Difference between revisions of "Human"
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|name = Human | |name = Human |
Revision as of 00:54, 4 October 2021
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Human
A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
Base Stats
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
- Leather Yield
- 75 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
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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] | Torso | - | Death | |
Neck | 25 | 1 | 7.5% | 1.5% | Torso | Neck | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 80% | 1.74% | Neck | UpperHead FullHead HeadAttackTool[6] |
- | Death | |
Skull | 25 | 1 | 18% | 0.216% | Head | UpperHead Eyes FullHead |
- | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 10 | 1 | 80% | 0.864% | Skull | UpperHead Eyes FullHead |
Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 7.0% | 0.42% | Head | 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 | UpperHead FullHead |
Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
Nose | 10 | 1 | 10% | 0.6% | Head | FullHead | - | −15 Disfigured Social penalty | |
Jaw | 20 | 1 | 15% | 0.8991% | Head | 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 | FullHead | Talking | −100% Talking and −50% Eating −15 Disfigured Social penalty | |
Waist[9] | 10[8] | 1 | 0% | 0% | Torso | Waist | - | N/A | |
Spine | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
×0 Moving[10] | |
Ribcage | 30 | 1 | 3.6% | 3.6% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
Sternum | 20 | 1 | 1.5% | 1.5% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
Stomach | 20 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
−50% Digestion | |
Heart | 15 | 1 | 2.0% | 2.0% | Torso | Torso | Blood Pumping |
Death | |
Lung | 15 | 2 | 2.5% | 2.5% | Torso | Torso | Breathing |
−50% Breathing. Death if both lost | |
Kidney | 15 | 2 | 1.7% | 1.7% | Torso | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Liver | 20 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
Death | |
Shoulder | 30 | 2 | 12% | 1.68% | Torso | Shoulders | Manipulation |
−50% Manipulation. −100% if both lost | |
Clavicle | 25 | 2 | 9.0% | 1.08% | Shoulder | Torso | Manipulation |
Cannot be destroyed Up to −48% Manipulation. Increasing Pain based on damage. | |
Arm | 30 | 2 | 77% | 6.0984% | Shoulder | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Humerus | 25 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Radius | 20 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Hand | 20 | 2 | 14% | 0.827904% | Arm | Hands | Manipulation |
−50% Manipulation. −100% if both lost Can no longer use Fist attack[11] | |
Pinky | 8 | 2 | 6.0% | 0.077616% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Ring Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Middle Finger | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Index Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Thumb | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Pelvis | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
Cannot be destroyed Up to −96% Moving. Increasing Pain based on damage. | |
Leg | 30 | 2 | 14% | 9.8% | Torso | Legs | Moving |
−50% Moving. −100% if both lost | |
Femur | 25 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
Tibia | 25 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
Foot | 25 | 2 | 10% | 0.854% | Leg | Feet | Moving |
−50% Moving. −100% if both lost | |
Little Toe | 8 | 2 | 6.0% | 0.084% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Fourth Toe | 8 | 2 | 7.0% | 0.098% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Middle Toe | 8 | 2 | 8.0% | 0.112% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Second Toe | 8 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Big Toe | 8 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost |
- ↑ 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.
- ↑ 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.
- ↑ What apparel coverage covers this body part.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 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