Difference between revisions of "Body Parts"
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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. | 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. | ||
− | ====Stomach==== | + | ==== Stomach ==== |
− | *Health: 20 | + | * Health: 20 |
− | Stomachs | + | Stomachs affect a pawn's [[Digestion]], which in turn affects {{#ask: [[Digestion Importance::+]]}}. A pawn can survive losing a stomach but not both the stomach and liver. [[Gut worms]] can infect the stomach and increase hunger and pain. |
====Heart==== | ====Heart==== |
Revision as of 09:59, 17 July 2024
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This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Part efficiency, other body types etc. |
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
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.
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Body Part Group Name Contents Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck UpperHead head, skull, brain, ears FullHead head, skull, brain, eyes, ears, nose, jaw Shoulders shoulders Arms arms, hands, humeri, radii Hands hands, fingers. LeftHand left hand, left hand fingers RightHand right hand, right hand fingers Legs legs, feet, femurs, tibiae Feet feet, toes
Body Parts (Summary)
Being biological creatures, humans have a lot of body parts that work together to make them tick.
- 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] Torso - Death Neck 25 1 7.5% 1.5% Torso Neck Eating
Talking
BreathingDeath Head 25 1 80% 1.74% Neck UpperHead
FullHead
HeadAttackTool[7]- Death Skull 25 1 18% 0.216% Head UpperHead
Eyes
FullHead- Cannot be destroyed
Increasing Pain based on damage.Brain 10 1 80% 0.864% Skull UpperHead
Eyes
FullHeadConsciousness Death
Damage always results in scarring.Eye 10 2 7.0% 0.42% Head FullHead
EyesSight −25% Sight. −100% if both lof both lost.
−15 Disfigured Social penalty
Damage always results in scarring
0% Hit Chance against Blunt damage.Ear 12 2 7.0% 0.42% Head UpperHead
FullHeadHearing −25% Hearing. −100% if both lost.
−15 Disfigured Social penaltyNose 10 1 10% 0.6% Head FullHead - −15 Disfigured Social penalty Jaw 20 1 15% 0.8991% Head Teeth
FullHead
MouthEating
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 FullHead Talking −100% Talking and −50% Eating
−15 Disfigured Social penaltyWaist[10] 10[9] 1 0% 0% Torso Waist - N/A Spine 25 1 2.5% 2.5% Torso Torso Moving ×0 Moving[11] Ribcage 30 1 3.6% 3.6% Torso Torso Breathing Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.Sternum 20 1 1.5% 1.5% Torso Torso Breathing Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.Stomach 20 1 2.5% 2.5% Torso Torso Digestion −50% Digestion Heart 15 1 2.0% 2.0% Torso Torso Blood Pumping Death Lung 15 2 2.5% 2.5% Torso Torso Breathing −50% Breathing. Death if both lost Kidney 15 2 1.7% 1.7% Torso Torso Blood Filtration −50% Blood Filtration. Death if both lost Liver 20 1 2.5% 2.5% Torso Torso Digestion Death Shoulder 30 2 12% 1.68% Torso Shoulders Manipulation −50% Manipulation.
−100% if both lostClavicle 25 2 9.0% 1.08% Shoulder Torso Manipulation Cannot be destroyed
Up to −48% Manipulation.
Increasing Pain based on damage.Arm 30 2 77% 6.0984% Shoulder Arms Manipulation −50% Manipulation. −100% if both lost Humerus 25 2 10% 0.924% Arm Arms Manipulation −50% Manipulation. −100% if both lost Radius 20 2 10% 0.924% Arm Arms Manipulation −50% Manipulation. −100% if both lost Hand 20 2 14% 0.827904% Arm Hands Manipulation −50% Manipulation. −100% if both lost
Can no longer use Fist attack[12]Pinky 8 2 6.0% 0.077616% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Ring Finger 8 2 7.0% 0.090552% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Middle Finger 8 2 8.0% 0.103488% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Index Finger 8 2 7.0% 0.090552% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Thumb 8 2 8.0% 0.103488% Hand Hands
LeftHand[13]
RightHand[13]Manipulation −8% Manipulation. −16% if both lost Pelvis 25 1 2.5% 2.5% Torso Torso Moving Cannot be destroyed
Up to −96% Moving.
Increasing Pain based on damage.Leg 30 2 14% 9.8% Torso Legs Moving −50% Moving. −100% if both lost Femur 25 2 10% 1.4% Leg Legs Moving −50% Moving. −100% if both lost Tibia 25 2 10% 1.4% Leg Legs Moving −50% Moving. −100% if both lost Foot 25 2 10% 0.854% Leg Feet Moving −50% Moving. −100% if both lost Little Toe 8 2 6.0% 0.084% Foot Feet Moving −4% Moving. −8% if both lost Fourth Toe 8 2 7.0% 0.098% Foot Feet Moving −4% Moving. −8% if both lost Middle Toe 8 2 8.0% 0.112% Foot Feet Moving −4% Moving. −8% if both lost Second Toe 8 2 9.0% 0.126% Foot Feet Moving −4% Moving. −8% if both lost Big Toe 8 2 9.0% 0.126% Foot Feet Moving −4% Moving. −8% if both lost - ↑ Please see BodyParts_General.xml. The chance is set to 9999999.
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ What apparel coverage covers this body part.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 9.0 9.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 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)
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.
Head
- Health: 25
- 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.
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 scars and sufficient damage may render a colonist unconscious forever.
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
- Health: 10
- Lethal if destroyed/removed.
The most important organ of a colonist. It's required for consciousness, sight processing, hearing processing, moving, and working.
Eyes
- Health: 10
Includes :
- Right Eye
- Left Eye
Eyes are required for seeing. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a bionic or archotech equivalent, though these are expensive and uncraftable respectively. A destroyed or lost eye causes a pawn to be considered disfigured.
Ears
- Health: 12
Includes :
- Right Ear
- Left Ear
Ears are required for 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.
Loud noises like gunshots do not inflict pain or damage on the ears.
Nose
- Health: 10
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.
Tongue
- Health: 10
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
A destroyed or lost jaw causes a pawn to be considered disfigured, and may prevent talking.
Torso
- Health: 40
- 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
- Health: 25
- 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 from the core part, the torso.
Clavicle
- Health: 25
Includes :
- Right Clavicle
- Left Clavicle
The clavicles are the bones between the 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
- Health: 25
Colonists need their spine for 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
- Health: 25
The pelvis is critical for 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
- Health: 25
Front part of the rib cage. The sternum cannot be destroyed by damage, but will cause pain until healed.
Ribcage
- Health: 30
The ribcage cannot be destroyed by damage, but will cause pain until healed.
Lung
- Health: 15
Includes :
- Right Lung
- Left Lung
- Lethal if both lungs lost.
Colonists have two lungs: a right lung and left lung. Currently, colonists can breathe and survive fine with just one lung. Losing both lungs 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.
Stomach
- Health: 20
Stomachs affect a pawn's Digestion, which in turn affects Rest Rate Multiplier. A pawn can survive losing a stomach but not both the stomach and liver. Gut worms can infect the stomach and increase hunger and pain.
Heart
- Health: 15
The heart is needed for blood pumping in colonists. Complete destruction of the heart results in instant death.
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
- Health: 15
Includes :
- Right Kidney
- Left Kidney
- Lethal if both lost
Kidneys are required for blood filtration. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in drastically reduced disease resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.
Arm
- Health: 30
Includes :
- Right Arm
- Left Arm
Arms are required for working, and are containers for the hands and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple 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.
Humerus
- Health: 25
Includes :
- Right Humerus
- Left Humerus
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm completely unusable. Like the rest of the arm's constituent parts, it is fully replaced by a prosthesis.
Radius
- Health: 20
Includes :
- Right Radius
- Left Radius
Forearm bones, similar to humerus in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.
Hand
- Health: 20
Includes :
- Right Hand
- Left Hand
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a 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 , for full effectiveness and improved Plant Work Speed in exchange for -8% movement speed. Alternatively, the whole arm can be replaced, hand included.
Fingers
- Health: 8
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 8% manipulation.
Leg
- Health: 30
Includes :
- Right 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.
Tibia
- Health: 25
Includes :
- Right 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.
Femur
- Health: 25
Includes :
- Right Femur
- Left Femur
Upper leg bone between hip and knee, the same in terms of injury as the tibia, with a loss of moving capacity on being shattered.
Foot
- Health: 25
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
- Health: 8
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 4% of its moving capacity.
Replacements
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
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.
Wooden Parts
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.
Prostheses
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require Steel and 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.
Harvested Parts
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.
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.
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.
Bionics
Bionics are cybernetics as they are found in Science Fiction. Bionics require Plasteel, Advanced Components and Bionics research, and are generally crafted at a Fabrication bench.
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.
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.
Many of these are tied to the Royalty DLC, but a few have been available in the base game for a long time.
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.
List of body parts
Mechanoids
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:
Changed parts
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
- The liver does not exist in mechanoids
Eyes
- Renamed to Sight Sensor
Ears
- Renamed to Hearing Sensor
Nose
- Renamed to Chemical Analyzer
Neck
- Responsible for speaking, instead of the tongue, which does not exist in mechanoids.
Missing parts
- Mechanoids lack all bones, the liver, stomach, jaw, and tongue.
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.
Types of Mechanoid Bodies
There are 4 broad body plans that mechanoids have, although most have additional variations on these base layouts.
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
- For unknown reasons, these mechanoids' shoulders are renamed to "Mechanical Shoulder". This is not true for other mechanoids with shoulders.
- Scyther
- The scyther's hands are renamed to "Blade", they do however still have fingers
- Tunneler
- Instead of fingers, tunnelers have a "Power Claw" attached to each hand
Quadruped
These mechanoids have anatomy similar to animals, other than the changes above. They have 4 legs and feet.
The members of this category are the Scorcher, Centurion, Pikeman, and Apocriton
- Centurion
- These mechanoids have a bulb turret on the thorax
Centipede
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.
This group includes the termite, all 3 centipede variants (which have identical anatomy), the diabolus, and the war queen.
- Termite
- The termite only has 3 body rings, with a single fluid reprocessor in the third ring.
- Centipede (All variants)
- 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.
- Diabolus
- There are two organs called "Hypercapacitors" in the second ring of this mechanoid, they seem to have no function. [Check this]
- They have a single fluid reprocessor in the sixth body ring, as well as a bulb turret.
War Queen
- 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.
- They have a single fluid reprocessor in the fifth body ring, as well as a bulb turret.