Difference between revisions of "Body Parts"

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{{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}}
 
{{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]].
 
{{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]].
  
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{{TOCright}}
 
{{TOCright}}
 
==Body Part Groups==
 
==Body Part Groups==
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group.  
+
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.  
  
 
<div><ul><li style="display: inline-table;">
 
<div><ul><li style="display: inline-table;">
 
{{:Table of Human Body Part Groups}}</li></ul></div>
 
{{:Table of Human Body Part Groups}}</li></ul></div>
 +
 
==Body Parts (Summary)==
 
==Body Parts (Summary)==
 
Being biological creatures, humans have a lot of body parts that work together to make them tick.
 
Being biological creatures, humans have a lot of body parts that work together to make them tick.
 
 
*Brain injuries instantly scar and never heal.<ref name="instantScarring">Please see ''BodyParts_General.xml''. The chance is set to 9999999.</ref>
 
*Brain injuries instantly scar and never heal.<ref name="instantScarring">Please see ''BodyParts_General.xml''. The chance is set to 9999999.</ref>
<div><ul><li style="display: inline-table;">
+
<div class="mw-collapsible"><ul><li style="display: inline-table;">
 
{{:Table of Human Body Parts}}</li></ul></div>
 
{{:Table of Human Body Parts}}</li></ul></div>
<noinclude>
 
  
 
==Body Parts (Detailed)==
 
==Body Parts (Detailed)==
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.
+
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%.<br/>
 +
For ease of navigation, each part is grouped into the groups '''Head''', '''Torso''', '''Arms''', '''Legs'''.
  
 +
::<big> '''Head related parts'''</big>
 +
<div style="column-count:3; width:900px;">
 
===Head===
 
===Head===
*Health: 25
 
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
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.
+
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).
  
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[machine pistol]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever.
+
====Skull====
 +
Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.<br/>
 +
Can be extracted by pawns with the [[Ideoligion#Skullspike|Skullspike: Desired]]{{IdeologyIcon}} precept to create a [[Skull]] item.
  
====Skull====
 
*Health: 25
 
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. The skull cannot be destroyed by damage but will cause pain until healed.
 
  
 
=====Brain=====
 
=====Brain=====
*Health: 10
 
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].
+
Source of [[#Consciousness|consciousness]] of the pawn, which in turn affects  [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].
 +
 
  
 
====Eyes====
 
====Eyes====
*Health: 10
 
 
Includes :
 
Includes :
 
*Right Eye
 
*Right Eye
 
*Left Eye
 
*Left Eye
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively. A destroyed or lost eye causes a pawn to be considered [[disfigured]].
+
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]].<br/>
 +
 
  
 
====Ears====
 
====Ears====
*Health: 12
 
 
Includes :
 
Includes :
 
*Right Ear
 
*Right Ear
 
*Left Ear
 
*Left Ear
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement.  Damaged or lost ears can be replaced with a [[bionic ear]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].
+
Ears are required for [[#Hearing|hearing]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].<br/>
 +
Loud noises like gunshots do not inflict pain or damage on the ears.
  
Loud noises like gunshots do not inflict pain or damage on the ears.
 
  
 
====Nose====
 
====Nose====
*Health: 10
+
No in-game function. A destroyed or lost nose causes a pawn to be considered [[disfigured]].<br/>
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become [[disfigured]], which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC or restored with a [[Healer mech serum]].
+
It can be replaced with an [[aesthetic nose]] with the [[Royalty DLC]]{{RoyaltyIcon}} or restored with a [[Healer mech serum]].
  
 
====Tongue====
 
====Tongue====
*Health: 10
 
 
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]].
 
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]].
  
 
====Jaw====
 
====Jaw====
A destroyed or lost jaw causes a pawn to be considered [[disfigured]], and may prevent talking.
+
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.<br/>
 +
Missing Jaws can be replaced with a [[Bionic jaw]], but this won't remove the disfigured social penalty.
 +
</div>
  
 +
::<big> '''Torso related parts'''</big>
 +
<div style="column-count:3; width:900px;">
 
===Torso===
 
===Torso===
*Health: 40
 
 
*Core Part
 
*Core Part
 
*Lethal if destroyed
 
*Lethal if destroyed
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====Neck====
 
====Neck====
*Health: 25
 
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
Technically part of the torso. 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]].
+
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]].
 
 
====Clavicle====
 
*Health: 25
 
Includes :
 
*Right Clavicle
 
*Left Clavicle
 
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are considered a part of the arm, and will be removed (along with the rest of the natural arm) if a prosthesis is installed. Clavicles cannot be destroyed by damage but will cause pain until healed.
 
  
 
====Spine====
 
====Spine====
*Health: 25
+
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]].
Colonists need their spine for [[#Moving|moving]] and working. 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]].
 
  
 
====Pelvis====
 
====Pelvis====
*Health: 25
+
Required for [[#Moving|moving]]. Indestructible by damage, but will cause pain until healed.
The pelvis is critical for [[#Moving|moving]], and damage will result in the pawn becoming incapable of walking. The pelvis cannot be destroyed by damage, but will cause pain until healed.
 
  
 
====Sternum====
 
====Sternum====
*Health: 25
 
 
Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed.
 
Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed.
  
 
====Ribcage====
 
====Ribcage====
*Health: 30
 
 
 
The ribcage cannot be destroyed by damage, but will cause pain until healed.
 
The ribcage cannot be destroyed by damage, but will cause pain until healed.
  
 
====Lung====
 
====Lung====
*Health: 15
 
 
Includes :
 
Includes :
 
*Right Lung
 
*Right Lung
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*Lethal if both lungs lost.
 
*Lethal if both lungs lost.
  
Colonists have two lungs: a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. 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. Pirate traders occasionally have organs for sale.
+
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.
 +
 
 +
==== Stomach ====
 +
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.
  
====Stomach====
+
==== Liver ====
*Health: 20
+
*Lethal if lost.
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. [[Gut worms]] can infect the stomach and increase hunger and pain.
+
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.
  
 
====Heart====
 
====Heart====
*Health: 15
+
*Lethal if lost.
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
+
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.
 
 
Injuries to the heart can heal, but due to low health value, getting shot in the heart can also be instantaneously fatal. Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.
 
  
 
====Kidney====
 
====Kidney====
*Health: 15
 
 
Includes :
 
Includes :
 
*Right Kidney
 
*Right Kidney
 
*Left Kidney
 
*Left Kidney
 
*Lethal if both lost
 
*Lethal if both lost
Kidneys are required for [[#Blood Filtration|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.
+
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.
 +
</div>
 +
 
 +
::<big>'''Arm related parts'''</big>
 +
<div style="column-count:3; width:900px;">
 +
===Shoulder===
 +
Includes :
 +
*Right Shoulder
 +
*Left Shoulder
 +
Linked to [[Manipulation]]. In humans, each shoulder has an arm and clavicle subparts.<br/>
 +
Despite its name, all '''arm'''  replacements are installed on the shoulder.
 +
 
 +
====Clavicle====
 +
Includes :
 +
*Right Clavicle
 +
*Left Clavicle
 +
Linked to [[Manipulation]]. Indestructible by damage. It never scars.<br/>
 +
All '''arm''' replacements remove this part.
  
 
===Arm===
 
===Arm===
*Health: 30
 
 
Includes :
 
Includes :
 
*Right Arm
 
*Right Arm
 
*Left Arm
 
*Left Arm
Arms are required for working, and are containers for the [[#Hand|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|prosthesis]] or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthesis will completely replace the arm, including hands, fingers, and constituent bones.
+
Linked to [[Manipulation]]. In humans, each arm has a humerus, radius, and hand subpart.<br/>
 +
All '''arm''' replacements remove this part.
  
 
====Humerus====
 
====Humerus====
*Health: 25
 
 
Includes :
 
Includes :
 
*Right Humerus
 
*Right Humerus
 
*Left Humerus
 
*Left Humerus
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm completely unusable. Like the rest of the arm's constituent parts, it is fully replaced by a prosthesis.
+
Upper bones of the arm. Linked to [[Manipulation]]. It never scars.<br/>
 +
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
  
 
====Radius====
 
====Radius====
*Health: 20
 
 
Includes :
 
Includes :
 
*Right Radius
 
*Right Radius
 
*Left Radius
 
*Left Radius
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.
+
Forearm bones. Linked to [[Manipulation]]. It never scars.<br/>
 +
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
  
 
====Hand====
 
====Hand====
*Health: 20
 
 
Includes :
 
Includes :
 
*Right Hand
 
*Right Hand
 
*Left 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 [[Wooden hand]], for a partial recovery of effectiveness, a [[power claw]] for full effectiveness and a melee weapon in exchange for -8% movement speed, or [[Field hand]] {{RoyaltyIcon}}, for full effectiveness and  improved [[Plant Work Speed]] in exchange for -8% movement speed. Alternatively, the whole arm can be replaced, hand included.
+
Linked to [[Manipulation]]. Each hand contains 5 fingers.<br/>
 +
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.
 +
 
 
=====Fingers=====
 
=====Fingers=====
*Health: 8
 
 
Includes :
 
Includes :
 
*Right Thumb
 
*Right Thumb
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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).
 
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).
  
Losing a finger will cause the colonist to lose 8% manipulation.
+
Losing a finger will cause the colonist to lose 5% manipulation.
 +
</div>
 +
 
  
 +
::<big>'''Leg related parts:'''</big>
 +
<div style="column-count:3; width:900px;">
 
===Leg===
 
===Leg===
*Health: 30
 
 
Includes :
 
Includes :
 
*Right Leg
 
*Right Leg
 
*Left Leg
 
*Left Leg
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. If a prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes.  
+
Linked to [[moving]]. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.<br/>
 +
Any leg replacement will also replace all subparts.
  
 
====Tibia====
 
====Tibia====
*Health: 25
 
 
Includes :
 
Includes :
 
*Right Tibia
 
*Right Tibia
 
*Left Tibia
 
*Left Tibia
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.
+
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.
 +
 
  
 
====Femur====
 
====Femur====
*Health: 25
 
 
Includes :
 
Includes :
 
*Right Femur
 
*Right Femur
 
*Left Femur
 
*Left Femur
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.
+
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.
  
 
====Foot====
 
====Foot====
*Health: 25
 
 
Includes :
 
Includes :
 
*Right Foot
 
*Right Foot
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=====Toes=====
 
=====Toes=====
*Health: 8
 
 
Includes :
 
Includes :
 
*Right Little Toe
 
*Right Little Toe
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Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.
 
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.
  
Losing a toe will cause a colonist to lose 4% of its moving capacity.
+
Losing a toe will cause a colonist to lose 5% of its moving capacity.
 +
</div>
  
 
</noinclude>
 
</noinclude>
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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%.
 
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%.
  
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.
+
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.
  
=== Wooden Parts ===
+
<div style="column-count:3; width:900px;">
The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%.
 
  
A word of warning: installing these counts as an operation (that can be botched) and requires anesthetics.
+
=== Harvested Parts ===
 +
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.
  
=== Prostheses ===
 
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{Icon Small|steel}} Steel and {{Icon Small|component}} Components to build. They can be built on a Machining Table after the Prosthetic research is complete.
 
  
Part efficiency varies from 50-85%, depending on part.
+
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 "donor" 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.
 +
 
  
=== Harvested Parts ===
+
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'''.
As RimWorld has no concept of body part rejection or the difficulty of the implantation, 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.
+
<br/><br/><br/>
  
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the "donor" and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.
+
=== Tribal parts ===
 +
These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:<br/>
 +
:[[Denture]], [[Wooden hand]], [[Peg leg]], [[Wooden foot]]
  
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.
+
=== Prostheses ===
 +
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.
 +
 
 +
Part efficiency varies from 50-85% and include:<br/>
 +
:[[Cochlear implant]], [[Prosthetic arm]], [[Prosthetic leg]], [[Prosthetic heart]]
  
 
=== Bionics ===
 
=== Bionics ===
Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and Bionics research, and are generally crafted at a Fabrication bench.  
+
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}}.
  
They typically have 125% part efficiency, making them direct upgrades for most body parts. If there are no replacement parts between harvested and bionic parts, the organ cannot be sensibly replaced (like a brain) or replacements offer no benefit.
+
They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:<br/>
 +
:[[Bionic arm]], [[Bionic ear]], [[Bionic eye]], [[Bionic heart]], [[Bionic jaw]], [[Bionic leg]], [[Bionic spine]], [[Bionic stomach]], [[Bionic tongue]], [[Detoxifier kidney]]{{BiotechIcon}}, [[Detoxifier lung]]{{BiotechIcon}}
  
 
=== Specialized Bionics ===
 
=== Specialized Bionics ===
 
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.
 
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.
  
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.
+
Many of these are tied to the [[Royalty DLC]]{{RoyaltyIcon}}, but a few have been available in the base game for a long time.
  
 
=== Archotech ===
 
=== Archotech ===
Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, and can only be acquired through trade or quests.
+
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:<br/>
 +
:[[Archotech arm]], [[Archotech eye]], [[Archotech leg]]
 +
 
 +
</div>
  
 
=== List of body parts ===
 
=== List of body parts ===
 +
: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:
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
  
 
== Mechanoids ==
 
== Mechanoids ==
 
===Differences to biologicals===
 
===Differences to biologicals===
Mechanoids have many differences from biological creatures. To start with, they do not bleed, scar, or heal on their own. In addition, many parts are renamed or changed:
+
Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed:
  
====Changed parts====
+
====Renamed parts====
Heart
+
<div style="column-count:3; width:900px;">
 +
'''Heart'''
 
*Renamed to Reactor
 
*Renamed to Reactor
 
*Blood pumping renamed to Power Generation
 
*Blood pumping renamed to Power Generation
  
Brain
+
'''Brain'''
 
*Renamed to Artificial Brain
 
*Renamed to Artificial Brain
 
*Consciousness renamed to Data Processing
 
*Consciousness renamed to Data Processing
  
Torso
+
'''Torso'''
 
*Renamed to Thorax
 
*Renamed to Thorax
  
Kidneys
+
 
 +
'''Kidneys'''
 
*Renamed to Fluid Reprocessors
 
*Renamed to Fluid Reprocessors
 
*No longer labeled as left and right, as they do not always occur in pairs
 
*No longer labeled as left and right, as they do not always occur in pairs
 
*Blood Filtration renamed to Fluid Reprocessing
 
*Blood Filtration renamed to Fluid Reprocessing
*The liver does not exist in mechanoids
 
  
Eyes
+
 
 +
 
 +
'''Eyes'''
 
*Renamed to Sight Sensor
 
*Renamed to Sight Sensor
  
Ears
+
 
 +
'''Ears'''
 
*Renamed to Hearing Sensor
 
*Renamed to Hearing Sensor
  
Nose
+
 
 +
'''Nose'''
 
*Renamed to Chemical Analyzer
 
*Renamed to Chemical Analyzer
  
Neck
+
'''Neck'''
*Responsible for speaking, instead of the tongue, which does not exist in mechanoids.
+
*Responsible for speaking, instead of the tongue, which mechanoids lack.
  
 +
</div>
 +
 +
<div style="column-count:2; width:900px;">
 
====Missing parts====
 
====Missing parts====
*Mechanoids lack all bones, the liver, stomach, jaw, and tongue.
+
*Mechanoids lack bones, liver, stomach, jaw, and tongue.
 +
 
  
 
====Bulb turret====
 
====Bulb turret====
*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.
+
*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.
 +
</div>
  
 
===Types of Mechanoid Bodies===
 
===Types of Mechanoid Bodies===
There are 4 broad body plans that mechanoids have, although most have additional variations on these base layouts.
+
There are 13 body types available to mechanoids. See each type for details.
 
 
====Light====
 
These mechanoids:
 
*Lack arms
 
*Have two legs without toes
 
*Have a single sight sensor, hearing sensor, chemical analyzer and fluid reproccessor
 
 
 
This category includes all labor mechs, except the tunneler, as well as the war urchin and militor.
 
 
 
====Biped====
 
These mechanoids have anatomy similar to humans, other than the changes above, and that they lack a ring finger and all toes.  
 
 
 
The members of this category are the Scyther, Lancer, Tunneler, Tesseron, and Legionary.
 
  
*Lancer, Tesseron and Legionary
+
====MechanicalCentipede====
**For unknown reasons, these mechanoids' shoulders are renamed to "Mechanical Shoulder". This is not true for other mechanoids with shoulders.
+
<div><ul class="mw-collapsible mw-collapsed" data-collapsetext="Hide MechanicalCentipede" data-expandtext="MechanicalCentipede">
 +
<li>{{Animal Health Table|MechanicalCentipede|notCollapsible=1}}</li>
 +
</ul></div>
  
*Scyther
+
<ul class="mw-collapsible mw-collapsed" data-collapsetext="Hide MechanicalCentipede" data-expandtext="Lancer">
**The scyther's hands are renamed to "Blade", they do however still have fingers
+
* (Includes Tesseron and Legionary)
 +
<li>{{Animal Health Table|Lancer|notCollapsible=1}}</li>
 +
</ul>
  
*Tunneler
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Pikeman" data-expandtext="Pikeman">
**Instead of fingers, tunnelers have a "Power Claw" attached to each hand
+
<li>{{Animal Health Table|Pikeman|notCollapsible=1}}</li>
 +
</ul>
  
====Quadruped====
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Scyther" data-expandtext="Scyther">
These mechanoids have anatomy similar to animals, other than the changes above. They have 4 legs and feet.
+
<li>{{Animal Health Table|Scyther|notCollapsible=1}}</li>
 +
</ul>
  
The members of this category are the Scorcher, Centurion, Pikeman, and Apocriton
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide MechanicalTermite" data-expandtext="MechanicalTermite">
 +
<li>{{Animal Health Table|MechanicalTermite|notCollapsible=1}}</li>
 +
</ul>
  
*Centurion
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Light" data-expandtext="Mech_Light">
**These mechanoids have a bulb turret on the thorax
+
<li>{{Animal Health Table|Mech_Light|notCollapsible=1}}</li>
 +
</ul>
  
====Centipede====
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Agrihand" data-expandtext="Mech_Agrihand">
These mechanoids have very unique anatomy, and are known for their high durability. They lack all limbs, a neck, and a torso, and instead have a number of body rings, typically 6, which are responsible for movement and manipulation. The organs are found throughout the ring sections, with the reactor always in the second segment, and the fluid reprocessors distributed between the 3rd and 6th rings, depending on the type of mechanoid. The first ring functions as the root or core part, like the thorax in other mechanoids.
+
<li>{{Animal Health Table|Mech_Agrihand|notCollapsible=1}}</li>
 +
</ul>
  
This group includes the termite, all 3 centipede variants (which have identical anatomy), the diabolus, and the war queen.
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Scorcher" data-expandtext="Scorcher">
 +
<li>{{Animal Health Table|Scorcher|notCollapsible=1}}</li>
 +
</ul>
  
*Termite
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Apocriton" data-expandtext="Apocriton">
**The termite only has 3 body rings, with a single fluid reprocessor in the third ring.
+
<li>{{Animal Health Table|Apocriton|notCollapsible=1}}</li>
 +
</ul>
  
*Centipede (All variants)
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Tunneler" data-expandtext="Mech_Tunneler">
**They have one fluid reprocessor in the third ring and another in the fourth. Because of the higher placement of these organs up the body, this is the only mechanoid that can survive the loss of a body ring.
+
<li>{{Animal Health Table|Mech_Tunneler|notCollapsible=1}}</li>
 +
</ul>
  
*Diabolus
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Diabolus" data-expandtext="Mech_Diabolus">
**There are two organs called "Hypercapacitors" in the second ring of this mechanoid, they seem to have no function. {{Check Tag|Check this}}
+
<li>{{Animal Health Table|Mech_Diabolus|notCollapsible=1}}</li>
**They have a single fluid reprocessor in the sixth body ring, as well as a bulb turret.
+
</ul>
  
War Queen
+
<ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Centurion" data-expandtext="Mech_Centurion">
**The 6th ring is replaced with a "forming sack", which has no function. Despite the name this part is not required for the creation of war urchins.
+
<li>{{Animal Health Table|Mech_Centurion|notCollapsible=1}}</li>
**They have a single fluid reprocessor in the fifth body ring, as well as a bulb turret.
+
</ul>
  
== References ==
+
<div><ul class="mw-collapsible mw-collapsed"data-collapsetext="Hide Mech_Warqueen" data-expandtext="Mech_Warqueen">
{{Reflist}}
+
<li>{{Animal Health Table|Mech_Warqueen|notCollapsible=1}}</li>
 +
</ul></div>
  
 
== Version history ==
 
== Version history ==

Latest revision as of 12:54, 18 July 2024

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Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

Bodypart preview.png

Body parts are - as the name would obviously imply - the parts of an organic or autonomous creature. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and bionics.

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.

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.

Body Part Groups[edit]

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.

  • 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)[edit]

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

  • Brain injuries instantly scar and never heal.[1]
  • Part Name Health Quantity Coverage[2] Target Chance[3] Subpart of Internal Group[4] Capacity[5] Effect if Destroyed/Removed
    Torso 40 1 100% 15% N/A[6] 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[7]
    - 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.[8]
    Tongue 10[9] 1 0.1% 0.0009% Jaw Check.png FullHead Talking −100% Talking and −50% Eating
    −15 Disfigured Social penalty
    Waist[10] 10[9] 1 0% 0% Torso Ex.png Waist - N/A
    Spine 25 1 2.5% 2.5% Torso Check.png Torso Moving
    ×0 Moving[11]
    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[12]
    Pinky 8 2 6.0% 0.077616% Hand Ex.png Hands
    LeftHand[13]
    RightHand[13]
    Manipulation
    −8% Manipulation. −16% if both lost
    Ring Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[13]
    RightHand[13]
    Manipulation
    −8% Manipulation. −16% if both lost
    Middle Finger 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[13]
    RightHand[13]
    Manipulation
    −8% Manipulation. −16% if both lost
    Index Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[13]
    RightHand[13]
    Manipulation
    −8% Manipulation. −16% if both lost
    Thumb 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[13]
    RightHand[13]
    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. Please see BodyParts_General.xml. The chance is set to 9999999.
    2. 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.
    3. 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.
    4. What apparel coverage covers this body part.
    5. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    6. This is the part that everything else connects to to be considered 'connected'.
    7. Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
    8. A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
    9. 9.0 9.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
    10. Called "Utility Slot" in game.
    11. If Moving drops below 16% a pawn cannot move.
    12. A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
    13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.

Body Parts (Detailed)[edit]

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%.
For ease of navigation, each part is grouped into the groups Head, Torso, Arms, Legs.

Head related parts

Head[edit]

  • Lethal if destroyed/removed.

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).

Skull[edit]

Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.
Can be extracted by pawns with the Skullspike: DesiredContent added by the Ideology DLC precept to create a Skull item.


Brain[edit]
  • Lethal if destroyed/removed.

Source of consciousness of the pawn, which in turn affects sight processing, hearing processing, moving, and working.


Eyes[edit]

Includes :

  • Right Eye
  • Left Eye

Eyes are required for seeing. Eyes have a high chance to be scarred when damaged. A destroyed or lost eye causes a pawn to be considered disfigured.


Ears[edit]

Includes :

  • Right Ear
  • Left Ear

Ears are required for hearing. A destroyed or lost ear causes a pawn to be considered disfigured.
Loud noises like gunshots do not inflict pain or damage on the ears.


Nose[edit]

No in-game function. A destroyed or lost nose causes a pawn to be considered disfigured.
It can be replaced with an aesthetic nose with the Royalty DLCContent added by the Royalty DLC or restored with a Healer mech serum.

Tongue[edit]

Required for talking and important for 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.

Jaw[edit]

Required for talking and important for eating. A destroyed or lost jaw causes a pawn to be considered disfigured due to losing the attacked Tongue.
Missing Jaws can be replaced with a Bionic jaw, but this won't remove the disfigured social penalty.

Torso related parts

Torso[edit]

  • Core Part
  • Lethal if destroyed

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.

Neck[edit]

  • Lethal if destroyed/removed.

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 from the core part, the torso.

Spine[edit]

Required for 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.

Pelvis[edit]

Required for moving. Indestructible by damage, but will cause pain until healed.

Sternum[edit]

Front part of the rib cage. The sternum cannot be destroyed by damage, but will cause pain until healed.

Ribcage[edit]

The ribcage cannot be destroyed by damage, but will cause pain until healed.

Lung[edit]

Includes :

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

Required for 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.

Stomach[edit]

Stomachs affect a pawn's Digestion, which in turn affects Rest Rate Multiplier. A pawn can survive losing a stomach. Gut worms can infect the stomach and increase hunger and pain.

Liver[edit]

  • Lethal if lost.

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.

Heart[edit]

  • Lethal if lost.

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.

Kidney[edit]

Includes :

  • Right Kidney
  • Left Kidney
  • Lethal if both lost

Kidneys are required for 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.

Arm related parts

Shoulder[edit]

Includes :

  • Right Shoulder
  • Left Shoulder

Linked to Manipulation. In humans, each shoulder has an arm and clavicle subparts.
Despite its name, all arm replacements are installed on the shoulder.

Clavicle[edit]

Includes :

  • Right Clavicle
  • Left Clavicle

Linked to Manipulation. Indestructible by damage. It never scars.
All arm replacements remove this part.

Arm[edit]

Includes :

  • Right Arm
  • Left Arm

Linked to Manipulation. In humans, each arm has a humerus, radius, and hand subpart.
All arm replacements remove this part.

Humerus[edit]

Includes :

  • Right Humerus
  • Left Humerus

Upper bones of the arm. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.

Radius[edit]

Includes :

  • Right Radius
  • Left Radius

Forearm bones. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.

Hand[edit]

Includes :

  • Right Hand
  • Left Hand

Linked to Manipulation. Each hand contains 5 fingers.
If lost, it can be replaced by a Wooden hand, power claw, or Field hand Content added by the Royalty DLC. Alternatively, replacing the whole arm will also restore function to the limb.

Fingers[edit]

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 working (though it's usually so small it's difficult to notice).

Losing a finger will cause the colonist to lose 5% manipulation.


Leg related parts:

Leg[edit]

Includes :

  • Right Leg
  • Left Leg

Linked to moving. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.
Any leg replacement will also replace all subparts.

Tibia[edit]

Includes :

  • Right Tibia
  • Left Tibia

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.


Femur[edit]

Includes :

  • Right Femur
  • Left Femur

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.

Foot[edit]

Includes :

  • Right Foot
  • Left Foot

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.

Toes[edit]

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

Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's moving capacity by a small amount.

Losing a toe will cause a colonist to lose 5% of its moving capacity.


Replacements[edit]

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.

Part Efficiency[edit]

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%.

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.

Harvested Parts[edit]

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.


Only lungs,kidneys, 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 "donor" and the colony as a whole may receive negative Mood for a harvesting operation. The precept Organ useContent added by the Ideology DLC can remove the colony mood penalty of set to Acceptable. There is no voluntary donation mechanic.


Traders sidestep any mood effects for acquiring body parts, unless the precept Organ useContent added by the Ideology DLC is set to No harvest or sell/Totally abhorrent.


Tribal parts[edit]

These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:

Denture, Wooden hand, Peg leg, Wooden foot

Prostheses[edit]

Prosthetic body parts are roughly equivalent to early 21st century prostheses. They require Steel Steel and Component Components to build. They can be built on a Machining Table after the Prosthetic research is complete.

Part efficiency varies from 50-85% and include:

Cochlear implant, Prosthetic arm, Prosthetic leg, Prosthetic heart

Bionics[edit]

Bionics are cybernetics as they are found in Science Fiction. Bionics require Plasteel Plasteel, Advanced component Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. The detoxifier organs introduced by the Biotech DLCContent added by the Biotech DLC also belong to this level, and require the Toxin filtration researchContent added by the Biotech DLC.

They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:

Bionic arm, Bionic ear, Bionic eye, Bionic heart, Bionic jaw, Bionic leg, Bionic spine, Bionic stomach, Bionic tongue, Detoxifier kidneyContent added by the Biotech DLC, Detoxifier lungContent added by the Biotech DLC

Specialized Bionics[edit]

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.

Many of these are tied to the Royalty DLCContent added by the Royalty DLC, but a few have been available in the base game for a long time.

Archotech[edit]

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:

Archotech arm, Archotech eye, Archotech leg

List of body parts[edit]

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:


Mechanoids[edit]

Differences to biologicals[edit]

Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed:

Renamed parts[edit]

Heart

  • Renamed to Reactor
  • Blood pumping renamed to Power Generation

Brain

  • Renamed to Artificial Brain
  • Consciousness renamed to Data Processing

Torso

  • Renamed to Thorax


Kidneys

  • Renamed to Fluid Reprocessors
  • No longer labeled as left and right, as they do not always occur in pairs
  • Blood Filtration renamed to Fluid Reprocessing


Eyes

  • Renamed to Sight Sensor


Ears

  • Renamed to Hearing Sensor


Nose

  • Renamed to Chemical Analyzer

Neck

  • Responsible for speaking, instead of the tongue, which mechanoids lack.

Missing parts[edit]

  • Mechanoids lack bones, liver, stomach, jaw, and tongue.


Bulb turret[edit]

  • 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.

Types of Mechanoid Bodies[edit]

There are 13 body types available to mechanoids. See each type for details.

MechanicalCentipede[edit]

    • (Includes Tesseron and Legionary)
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 2% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
    Mechanical Shoulder 25 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Arm 30 2 85% 12% Mechanical Shoulder Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Hand 20 2 20% 1.2% Arm Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Finger 7 8 15% 0.43% Hand Ex.png Manipulation −10% Manipulation.
    Will never take permanent injury
    Leg 30 2 20% 20% Thorax Ex.png Moving −50% Moving.
    Will never take permanent injury
    Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 4% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 20% 1.6% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 5% 0.4% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 6% 0.48% Head Ex.png - Will never take permanent injury
    Leg 30 4 18% 9% Thorax Ex.png Moving −25% Moving.
    Will never take permanent injury
    Foot 20 4 50% 9% Leg Ex.png Moving −25% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 2% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
    Mechanical Shoulder 25 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Arm 30 2 85% 7.2% Mechanical Shoulder Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Blade 20 2 30% 4.3% Arm Ex.png - Will never take permanent injury
    Hand 20 2 20% 1.2% Arm Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Finger 7 8 15% 0.43% Hand Ex.png Manipulation −10% Manipulation.
    Will never take permanent injury
    Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
    Will never take permanent injury
    Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    First body ring 50 1 100% 14% N/A[4] Ex.png Moving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Head 30 1 15% 8.3% First body ring Ex.png - Death
    Will never take permanent injury.
    Artificial brain 10 1 5% 0.75% Head Check.png Data Processing Death
    Will never take permanent injury.
    Sight sensor 10 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury.
    Hearing sensor 10 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury.
    Chemical analyzer 10 1 8% 1.2% Head Ex.png - Will never take permanent injury.
    Second body ring 40 1 71% 11% First body ring Ex.png Moving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Reactor 20 1 5% 3.6% Second body ring Check.png Power Generation Death.
    Will never take permanent injury.
    Third body ring 35 1 80% 54% Second body ring Ex.png Moving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Fluid reprocessor 15 1 5% 2.8% Third body ring Check.png Fluid Reprocessing Death
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 40% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 4.6% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
    Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
    Will never take permanent injury
    Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 23% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 4.6% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 1 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 1 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
    Shoulder 25 1 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Arm 30 1 85% 10% Shoulder Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Blade 20 1 30% 4.3% Arm Ex.png - Will never take permanent injury
    Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
    Will never take permanent injury
    Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 1 4% 4% Thorax Check.png Fluid Reprocessing Death
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 4% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 20% 1.6% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 5% 0.4% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 6% 0.48% Head Ex.png - Will never take permanent injury
    Leg 30 4 18% 9% Thorax Ex.png Moving −25% Moving.
    Will never take permanent injury
    Foot 20 4 50% 9% Leg Ex.png Moving −25% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 4% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 20% 1.6% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 5% 0.4% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 6% 0.48% Head Ex.png - Will never take permanent injury
    Leg 30 4 18% 9% Thorax Ex.png Moving −25% Moving.
    Will never take permanent injury
    Foot 20 4 50% 9% Leg Ex.png Moving −25% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 2% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 13% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 10% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 10% 0.8% Head Ex.png - Will never take permanent injury
    Shoulder 25 2 17% 2.5% Thorax Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Arm 30 2 85% 12% Shoulder Ex.png Manipulation −50% Manipulation.
    Will never take permanent injury
    Power Claw 40 2 20% 2.9% Arm Ex.png - Will never take permanent injury
    Leg 30 2 20% 16% Thorax Ex.png Moving −50% Moving.
    Will never take permanent injury
    Foot 20 2 20% 4% Leg Ex.png Moving −50% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
    Thorax 40 1 100% 7% N/A[4] Ex.png - Death
    Will never take permanent injury
    Neck 30 1 10% 2% Thorax Ex.png Communication Death
    Will never take permanent injury
    Head 30 1 80% 2.7% Neck Ex.png - Death
    Will never take permanent injury
    Artificial Brain 10 1 10% 0.8% Head Check.png Data Processing Death
    Will never take permanent injury
    Sight Sensor 10 2 20% 1% Head Ex.png Sight −25% Sight. −100% if both lost.
    Will never take permanent injury
    Hearing Sensor 10 2 5% 0.8% Head Ex.png Hearing −25% Hearing. −100% if both lost.
    Will never take permanent injury
    Chemical Analyzer 10 1 6% 0.8% Head Ex.png - Will never take permanent injury
    Leg 30 4 18% 16% Thorax Ex.png Moving −25% Moving.
    Will never take permanent injury
    Foot 20 4 50% 8% Leg Ex.png Moving −25% Moving.
    Will never take permanent injury
    Reactor 20 1 6% 6% Thorax Check.png Power Generation Death
    Will never take permanent injury
    Fluid Reprocessor 15 2 4% 4% Thorax Check.png Fluid Reprocessing Death if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Bulb turret 40 1 5% 5% Thorax Ex.png - Will never take permanent injury.
    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. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

Version history[edit]

  • 0.6.532 - Body parts system added.
  • 0.7.581 - Organ harvesting, transplanting and prosthetics
  • Beta 19/ 1.0 - Combined ribs into rib cage
  • 1.1 - Stomach is no longer a vital organ.