Difference between revisions of "Human"

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__NOTOC__
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{{Image wanted|reason = Updated anatomy with new positions}}
<includeonly>''Main Article: [[Humans|Human]]''</includeonly>
+
{{Infobox main|animal
<onlyinclude>
+
| name = Human
{{infobox main|none|
+
| image = Colonist.png
|name = Human
+
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
|image = Human.png|Human
+
<!-- Base Stats -->
|info = An average human.
+
| type = Animal
|type = Human{{!}}Human
+
| type2 = Human
|type2 = Characters{{!}}Characters
+
| honor value = 3
|hp = 100
+
| flammability = 0.7
|walkSpeed = 4.61
+
| movespeed = 4.6
|mobdamage = Bludgeon - 5}}
+
| baseleatheramount = 75
</onlyinclude>
+
| min comfortable temperature = 16
{{quote|"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."|In-game description}}
+
| max comfortable temperature = 26
 +
| marketvalue = 1750
 +
| bodysize = 1
 +
| healthscale = 1
 +
| hungerrate = 1
 +
| diet = omnivorous (human)
 +
| leathername = human leather
 +
| wildness = 0
 +
| manhuntertame = 0.1
 +
| manhunter = 0.5
 +
| gestation = 18
 +
| offspring = 1-3
 +
| avg offspring = 1.072
 +
| lifespan = 80
 +
| packanimal = true
 +
<!--|maturityage = 18-->
 +
<!-- Melee Combat -->
 +
<!-- 1. Attack -->
 +
| attack1label = left fist
 +
| attack1labelNoLocation = fist
 +
| attack1type = Blunt
 +
| attack1dmg = 8.2
 +
| attack1cool = 2
 +
| attack1stun = 14
 +
| attack1part = LeftHand
 +
<!-- 2. Attack -->
 +
| attack2label = right fist
 +
| attack2labelNoLocation = fist
 +
| attack2type = Blunt
 +
| attack2dmg = 8.2
 +
| attack2cool = 2
 +
| attack2stun = 14
 +
| attack2part = RightHand
 +
<!-- 3. Attack -->
 +
| attack3label = head
 +
| attack3type = Blunt
 +
| attack3dmg = 5
 +
| attack3cool = 2
 +
| attack3chancefactor = 0.2
 +
| attack3part = HeadAttackTool
 +
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true
 +
<!-- 4. Attack -->
 +
| attack4label = teeth
 +
| attack4type = Bite
 +
| attack4dmg = 8.2
 +
| attack4cool = 2
 +
| attack4chancefactor = 0.07
 +
| attack4part = Teeth
 +
}}
 +
'''Humans''' are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.
  
Humans are the standard race of RimWorld. They make up your colony's [[Colonist|colonists]], and the enemy [[Raider|raiders]] you struggle against.
+
== Diet ==
 +
Humans are omnivores, able to eat all foodstuffs with the exception of [[hay]]. Food can generally be gathered by foraging [[plants|wild berries]], hunting wild [[animals]] for their [[meat]], [[growing zone|farming]], and in desperate times or for those of [[Cannibal|specific tastes]], through cannibalism, usually of dead [[raiders]].
  
==Biology==
+
== Combat ==
<includeonly>
+
Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant [[artificial body parts]].
''Main Article: [[Humans#Biology)|Human Biology]]''
 
</includeonly>
 
The humans of RimWorld are, for the most part, identical to real world ones.
 
  
===Diet===
+
== Butchering ==
<includeonly>
+
{{Main|Human Resources}}
''Main Article: [[Humans#Diet)|Human Diet]]''
+
Like most creatures, humans can be butchered for their [[human meat|meat]] and [[human leather|leather]]. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the [[Cannibal (Trait)|Cannibal]] or [[Bloodlust]] traits, as well as relevant [[precepts]]{{IdeologyIcon}}.
</includeonly>
 
Humans are omnivores. On Rimworld, their usual food supply consists of [[Food|meat]] hunted off of [[Animals|animals]], and either foraging food off of [[Growing|plants]] or cultivating and growing them.
 
  
Most humans absolutely despise the thought of cannibalism, and it usually provided them with a very bad [[Thoughts|thought]]. [[Traits|Some humans]] don't mind, though.
+
== Xenotypes ==
 +
{{Biotech|section=1}} {{main|Xenotypes}}
 +
[[Gene]] editing has created many different subspecies of humans, called [[xenotypes]]. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.
  
===Combat===
+
=== Baseliners by faction ===
<includeonly>
+
The table below describes the chance for a given pawn from each [[faction]] being a baseliner. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.
''Main Article: [[Humans#Combat)|Human Combat]]''
+
{{Xenotype Faction Table|baseliner}}
</includeonly>
 
Humans are typically equipped with various [[Weapon|weapons]], but are equipped with the ability to fight things with their own two hands if need be.
 
  
{| {{STDT| c_06 text-center}}
+
== Body Parts ==
! Melee Attacks !! Damage Amount
+
Being biological creatures, humans have a lot of body parts that work together to make them tick.
|-
+
<br><br>
![[Injury#Blugeon|Bludgeon]]
+
[[File:Anatomy of the pawn.png]]
| 5
 
|-
 
|}
 
 
 
===Body Part Groups===
 
  
Each bodypart is part of a bodypartgroup. [[Armor]] and [[Clothing]] can go over one or more of these bodypartgroups, but they can't go over individual bodyparts.
+
; 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.  See table, below.
  
 
{{:Table of Human Body Part Groups}}
 
{{:Table of Human Body Part Groups}}
 
===Body Parts (Summary)===
 
<includeonly>
 
''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]''
 
</includeonly>
 
Being biological creatures, humans have a lot of body parts that work together to make them tick.
 
  
 
Special Notes:
 
Special Notes:
*Brain injuries instantly scar and never heal.<ref name="instantScarring">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref>
+
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
*Heart injuries instantly scar and never heal.<ref name="instantScarring"/>
+
{{:Table of Human Body Parts}}
{{:Table_HumanBodyParts}}
 
 
 
<noinclude>
 
 
 
===Body Parts (Detailed)===
 
{{rewrite}}
 
All the body parts are listed below in more detail. This includes some things to note, some quirks or special things about body parts, and the full names/descriptions of body parts that have multiples of them in the same body (eg. right lung and left lung).
 
 
 
{{collapse|
 
====Head====
 
*Health: 30
 
*Lethal if destroyed/removed.
 
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live (rather you need the contents of the head, like the brain, to live).
 
 
 
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 [[M-16|M-16]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]]<ref name="instantScar">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref>, and a sufficient scar may render a colonist unconscious forever.
 
 
 
=====Skull=====
 
*Health: 30
 
*Lethal if shattered.
 
Container of the brain. It's worth noting that an injury cannot hit the skull without hitting the brain as well. Lethal if lost, since it holds the brain (again, you need the brain to live, not technically the skull).
 
 
 
======Brain======
 
*Health: 10
 
*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]].
 
 
 
=====Eyes=====
 
*Health: 10
 
Includes :
 
*Right Eye
 
*Left Eye
 
Eyes are required for [[#Sight|seeing]]. They do not heal when injured, and always scar. Lost or damaged eyes can be surgically replaced with bionic eyes, though they are rather expensive.
 
 
 
=====Ears=====
 
*Health: 10
 
Includes :
 
*Right Ear
 
*Left Ear
 
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. {{v|{{:Version}}}} There is currently no way to restore hearing to a deafened colonist.
 
 
 
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
 
 
 
=====Nose=====
 
*Health: 10
 
{{v|{{:Version}}}} 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.
 
 
 
=====Jaw=====
 
*Health: 20
 
Required for [[#Eating|eating]], colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with dentures.
 
 
 
====Torso====
 
*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=====
 
*Health: 30
 
*Lethal if destroyed/removed.
 
Technically part of the torso, it connects the head to the torso. {{v|{{:Version}}}} Neck damage doesn't seem to make colonists bleed out very fast, unlike real life. 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 (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
 
 
 
=====Spine=====
 
*Health: 35
 
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. {{v|{{:Version}}}} There is no way to restore functionality to a colonist whose spine is broken, forcing them to be bed-bound for the rest of their life.
 
 
 
=====Pelvis=====
 
*Health: 25
 
The pelvis is critical for [[#Moving|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. {{v|{{:Version}}}} There is currently no way to repair or replace a shattered pelvis.
 
 
 
=====Sternum=====
 
*Health: 25
 
Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed.
 
 
 
=====Rib=====
 
*Health: 15
 
Includes :
 
*Rib x 12
 
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. {{v|{{:Version}}}} As of currently, loss of a rib only results in [[pain]].
 
 
 
=====Lung=====
 
*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 [[#Breathing|breathe]] and survive fine with just one lung, {{v|{{:Version}}}} though, their health bar will permanently be displayed as '50%', since they're half way to death with the loss of a single lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when destroyed, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave traders occasionally have organs for sale.
 
 
 
=====Stomach=====
 
*Health: 30
 
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. {{v|{{:Version}}}} A colonist without a stomach can still eat, though very slowly.
 
 
 
=====Heart=====
 
*Health: 20
 
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
 
 
 
Worth noting that, like the brain, the heart ''always'' scars<ref name="instantScar" />, and never heals naturally. This is less severe than a brain scar, which could put [[Colonist|colonists]] and other characters into a permanent coma, but still a very serious injury.  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=====
 
*Health: 20
 
Includes :
 
*Right Kidney
 
*Left Kidney
 
*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|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====
+
== Gallery ==
*Health: 30
+
=== Bodies ===
Includes :
+
<gallery>
*Right Arm
+
Naked Female south.png|Female
*Left Arm
+
Naked Male south.png|Male
Arms are required for [[#Working|working]], and are containers for the [[#Hands|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 or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb.
+
Naked Thin south.png|Thin
 +
Naked Fat south.png|Fat
 +
Naked Hulk south.png|Hulk
 +
</gallery>
  
=====Humerus=====
+
=== Heads ===
*Health: 25
+
==== Female ====
Includes :
+
<gallery>
*Right Humerus
+
Female Average Normal south.png|Normal average
*Left Humerus
+
Female Narrow Normal south.png|Normal narrow
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 [[#Working|work]]. Definitely not funny.
+
Female Average Pointy south.png|Pointy average
 +
Female Narrow Pointy south.png|Pointy narrow
 +
Female Average Wide south.png|Wide average
 +
Female Narrow Wide south.png|Wide narrow
 +
Female HeavyJaw Normal south.png|Heavy jaw
 +
</gallery>
  
=====Radius=====
+
==== Male ====
*Health: 20
+
<gallery>
Includes :
+
Male Average Normal south.png|Normal average
*Right Radius
+
Male Narrow Normal south.png|Normal narrow
*Left Radius
+
Male Average Pointy south.png|Pointy average
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the appropriate arm if shattered.
+
Male Narrow Pointy south.png|Pointy narrow
 +
Male Average Wide south.png|Wide average
 +
Male Narrow Wide south.png|Wide narrow
 +
Male HeavyJaw Normal south.png|Heavy jaw
 +
</gallery>
  
=====Hand=====
+
=== Corpses ===
*Health: 20
+
<gallery>
Includes :
+
Dessicated thin south.png|Decaying thin
*Right Hand
+
Dessicated male south.png|Decaying male
*Left Hand
+
None Average Skull south.png|Skull
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|Scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat.
+
None Average Stump south.png|Stump
 +
None Gaunt Average south.png|Gaunt
 +
</gallery>
  
======Fingers======
+
=== Hairs ===
*Health: 7
+
Below are the 79 hairstyles (facing east). 50 from the base game, eleven from [[Royalty (DLC)]], and eighteen from [[Anomaly (DLC)]].
Includes :
+
<gallery>
*Right Thumb
+
Afro east.png|Afro
*Right Index Finger
+
Anne east.png|Anne {{RoyaltyIcon}}
*Right Middle Finger
+
Artist east.png|Artist {{RoyaltyIcon}}
*Right Ring Finger
+
Bob east.png|Bob
*Right Pinky
+
Bowlcut east.png|Bowlcut
*Left Thumb
+
Braidbun east.png|Braidbun
*Left Index Finger
+
Bravo east.png|Bravo
*Left Middle Finger
+
Burgundy east.png|Burgundy
*Left Ring Finger
+
Cleopatra east.png|Cleopatra
*Left Pinky
+
Curly east.png|Curly
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|working]] (though it's usually so small it's difficult to notice).
+
Cute east.png|Cute
 +
Decent east.png|Decent
 +
DoubleTuft east.png|Double tuft {{AnomalyIcon}}
 +
Elder east.png|Elder
 +
Elisabeth east.png|Elisabeth {{RoyaltyIcon}}
 +
Fancybun east.png|Fancybun
 +
Firestarter east.png|Firestarter
 +
Flowy east.png|Flowy
 +
Fringe east.png|Fringe
 +
Frozen east.png|Frozen
 +
GhoulHair Furious east.png|Furious {{AnomalyIcon}}
 +
Gaston east.png|Gaston
 +
Greasy swoop east.png|Greasy swoop
 +
Henry east.png|Henry {{RoyaltyIcon}}
 +
GhoulHair Hungry east.png|Hungry {{AnomalyIcon}}
 +
Jane east.png|Jane {{RoyaltyIcon}}
 +
Junkie east.png|Junkie
 +
Keeper east.png|Keeper
 +
Lackland east.png|Lackland
 +
LargeTuft east.png|Large tuft {{AnomalyIcon}}
 +
Lisa east.png|Lisa {{RoyaltyIcon}}
 +
Locks east.png|Locks
 +
Long east.png|Long
 +
LongMess east.png|Long mess {{AnomalyIcon}}
 +
LongOily east.png|Long oily {{AnomalyIcon}}
 +
Mary east.png|Mary {{RoyaltyIcon}}
 +
Mess east.png|Mess
 +
Mohawk east.png|Mohawk
 +
Mop east.png|Mop
 +
Parted east.png|Parted {{AnomalyIcon}}
 +
PatchyShave east.png|Patchy shave {{AnomalyIcon}}
 +
Pigtails east.png|Pigtails
 +
Ponytails east.png|Ponytails
 +
Primal east.png|Primal
 +
Princess east.png|Princess
 +
Randy east.png|Randy
 +
GhoulHair Ravenous east.png|Ravenous {{AnomalyIcon}}
 +
Recruit east.png|Recruit
 +
Revolt east.png|Revolt
 +
Richard east.png|Richard {{RoyaltyIcon}}
 +
Rockstar east.png|Rockstar
 +
Rookie east.png|Rookie
 +
Savage east.png|Savage
 +
Scat east.png|Scat
 +
Scorpiontail east.png|Scorpiontail
 +
Scrapper east.png|Scrapper
 +
Senorita east.png|Senorita
 +
Shave top braid east.png|Shave top braid
 +
Shaved east.png|Shaved
 +
ShavedMohawk east.png|Shaved mohawk {{AnomalyIcon}}
 +
ShortCut east.png|Short cut {{AnomalyIcon}}
 +
SideCut east.png|Side cut {{AnomalyIcon}}
 +
SideSpikes east.png|Side spikes {{AnomalyIcon}}
 +
Snazzy east.png|Snazzy
 +
Spikes east.png|Spikes
 +
Stephen east.png|Stephen {{RoyaltyIcon}}
 +
Sticky east.png|Sticky
 +
Topdog east.png|Topdog
 +
Troubadour east.png|Troubadour
 +
Tuft east.png|Tuft
 +
GhoulHair Twisted east.png|Twisted {{AnomalyIcon}}
 +
Victoria east.png|Victoria {{RoyaltyIcon}}
 +
GhoulHair Vengeful east.png|Vengeful {{AnomalyIcon}}
 +
Warden east.png|Warden
 +
GhoulHair Warped east.png|Warped {{AnomalyIcon}}
 +
Wavy east.png|Wavy
 +
GhoulHair Wicked east.png|Wicked {{AnomalyIcon}}
 +
William east.png|William {{RoyaltyIcon}}
 +
</gallery>
  
====Leg====
+
=== Beards ===
*Health: 30
+
Below are the 30 types of beards (facing south). 
Includes :
+
<gallery>
*Right Leg
+
Beard anchor south.png|Anchor
*Left Leg
+
Beard balin south.png|Balin
Every colonist has two legs, but the destruction of either one removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional.
+
Beard bifur south.png|Bifur
 +
Beard boxed south.png|Boxed
 +
Beard circle south.png|Circle
 +
Beard curly south.png|Curly
 +
Beard curtain south.png|Curtain
 +
Beard dori south.png|Dori
 +
Beard ducktail south.png|Ducktail
 +
Beard dwalin south.png|Dwalin
 +
Beard fork south.png|Fork
 +
Beard french south.png|French
 +
Beard full south.png|Full
 +
Beard goatee south.png|Goatee
 +
Beard imperial south.png|Imperial
 +
Beard khal south.png|Kahl
 +
Beard lincoln south.png|Lincoln
 +
Beard long dutch south.png|Long dutch
 +
Beard machete south.png|Machete
 +
Beard moustache south.png|Moustache
 +
Beard mutton chops south.png|Mutton chops
 +
Beard nori south.png|Nori
 +
Beard old dutch south.png|Old dutch
 +
Beard seer south.png|Seer
 +
Beard side whiskers south.png|Side whiskers
 +
Beard soul patch south.png|Soul patch
 +
Beard stubble south.png|Stubble
 +
Beard urist south.png|Urist
 +
Beard van dyke south.png|Van Dyke
 +
Beard wizard south.png|Wizard
 +
</gallery>
  
=====Tibia=====
+
=== Tattoos ===
*Health: 25
+
{{Ideology|section=true}}
Includes :
 
*Right Tibia
 
*Left Tibia
 
Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone.
 
  
=====Femur=====
+
==== Body tattoos ====
*Health: 25
+
Below are the 16 body tattoos (facing south).
Includes :
+
<gallery>
*Right Femur
+
Tattoo buttons south.png|Buttons {{IdeologyIcon}}
*Left Femur
+
Tattoo cross south.png|Cross {{IdeologyIcon}}
Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered.
+
Body heart south.png|Heart {{IdeologyIcon}}
 +
Tattoo insect south.png|Insect {{IdeologyIcon}}
 +
Tattoo jester south.png|Jester {{IdeologyIcon}}
 +
Tattoo moon south.png|Moon {{IdeologyIcon}}
 +
Tattoo power south.png|Power {{IdeologyIcon}}
 +
Tattoo rings south.png|Rings {{IdeologyIcon}}
 +
Tattoo royal south.png|Royal {{IdeologyIcon}}
 +
Tattoo scar south.png|Scar {{IdeologyIcon}}
 +
Tattoo skeleton south.png|Skeleton {{IdeologyIcon}}
 +
Body skull south.png|Skull {{IdeologyIcon}}
 +
Tattoo spike south.png|Spike {{IdeologyIcon}}
 +
Tattoo sun south.png|Sun {{IdeologyIcon}}
 +
Body tiger south.png|Tiger {{IdeologyIcon}}
 +
Tattoo wings north.png|Wings {{IdeologyIcon}} (facing north)
 +
</gallery>
  
=====Foot=====
+
==== Face tattoos ====
*Health: 20
+
Below are the 13 face tattoos (facing south).
Includes :
+
<gallery>
*Right Foot
+
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}
*Left Foot
+
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes.
+
Face tattoo headshot south.png|Headshot {{IdeologyIcon}}
 +
Face tattoo line south.png|Line {{IdeologyIcon}}
 +
Face tattoo love south.png|Love {{IdeologyIcon}}
 +
Face tattoo oracle south.png|Oracle {{IdeologyIcon}}
 +
Face tattoo pantheon south.png|Pantheon {{IdeologyIcon}}
 +
Face tattoo spider south.png|Spider {{IdeologyIcon}}
 +
Face tattoo stars south.png|Stars {{IdeologyIcon}}
 +
Face tear south.png|Tear {{IdeologyIcon}}
 +
Face tiger south.png|Tiger {{IdeologyIcon}}
 +
Face tattoo warpaint south.png|Warpaint {{IdeologyIcon}}
 +
Face tattoo worried south.png|Worried {{IdeologyIcon}}
 +
</gallery>
  
======Toes======
+
== Version history ==
*Health: 7
+
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
Includes :
+
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.
*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' [[#Moving|walking]] by a small amount.
 
  
<references />
+
{{Nav|animal|wide}}
|}}
+
[[Category:Animals]]
</noinclude>
+
[[Category:Pack Animal]]

Latest revision as of 04:19, 29 October 2024

Human

Human

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

Base Stats

Type
AnimalHuman
Market Value
1750 Silver
Flammability
70%

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
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Hunger Rate
1.6 Nutrition/Day
Diet
omnivorous (human)
Life Expectancy
80 years
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Wildness
0%
Minimum Handling Skill
7
Comfortable Temp Range
16 °C – 26 °C (60.8 °F – 78.8 °F)

Production

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

Melee Combat

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

Humans are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.

Diet[edit]

Humans are omnivores, able to eat all foodstuffs with the exception of hay. Food can generally be gathered by foraging wild berries, hunting wild animals for their meat, farming, and in desperate times or for those of specific tastes, through cannibalism, usually of dead raiders.

Combat[edit]

Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant artificial body parts.

Butchering[edit]

Like most creatures, humans can be butchered for their meat and leather. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the Cannibal or Bloodlust traits, as well as relevant preceptsContent added by the Ideology DLC.

Xenotypes[edit]

Gene editing has created many different subspecies of humans, called xenotypes. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.

Baseliners by faction[edit]

The table below describes the chance for a given pawn from each faction being a baseliner. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 100%
FierceTribe.png Fierce tribe 100%
SavageTribe.png Savage tribe 100%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 100%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 100%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 0%
Civil outlander.png Civil outlander union 85%
Rough outlander.png Rough outlander union 85%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 70%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 70%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 70%

Body Parts[edit]

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

Anatomy of the pawn.png

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. See table, below.


  • 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

  • Special Notes:

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

    Gallery[edit]

    Bodies[edit]

    Heads[edit]

    Female[edit]

    Male[edit]

    Corpses[edit]

    Hairs[edit]

    Below are the 79 hairstyles (facing east). 50 from the base game, eleven from Royalty (DLC), and eighteen from Anomaly (DLC).

    Beards[edit]

    Below are the 30 types of beards (facing south).

    Tattoos[edit]

    Body tattoos[edit]

    Below are the 16 body tattoos (facing south).

    Face tattoos[edit]

    Below are the 13 face tattoos (facing south).

    Version history[edit]

    • Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
    • 1.5.4062 - Tongue coverage changed from 0% to 0.1%.