Difference between revisions of "Human"
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}}</onlyinclude> | }}</onlyinclude> | ||
− | Humans are the standard | + | Humans are the standard [[Colonist|colonists]] race, enemies ([[Raider|raiders]]) can be both the same specie or artificial. |
− | ==Biology== | + | == Biology == |
<includeonly> | <includeonly> | ||
''Main Article: [[Humans#Biology)|Human Biology]]'' | ''Main Article: [[Humans#Biology)|Human Biology]]'' | ||
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The humans of RimWorld are, for the most part, identical to real world ones. | The humans of RimWorld are, for the most part, identical to real world ones. | ||
− | ===Diet=== | + | === Diet === |
<includeonly> | <includeonly> | ||
''Main Article: [[Humans#Diet)|Human Diet]]'' | ''Main Article: [[Humans#Diet)|Human Diet]]'' | ||
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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, and some others even enjoy it. | 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, and some others even enjoy it. | ||
− | ===Combat=== | + | === Combat === |
<includeonly> | <includeonly> | ||
''Main Article: [[Humans#Combat)|Human Combat]]'' | ''Main Article: [[Humans#Combat)|Human Combat]]'' | ||
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|} | |} | ||
− | ===Body Part Groups=== | + | === 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. | 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. | ||
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{{:Table of Human Body Part Groups}} | {{:Table of Human Body Part Groups}} | ||
− | ===Body Parts (Summary)=== | + | === Body Parts (Summary) === |
<includeonly> | <includeonly> | ||
''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]'' | ''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]'' | ||
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<noinclude> | <noinclude> | ||
− | ===Body Parts (Detailed)=== | + | === Body Parts (Detailed) === |
{{rewrite}} | {{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). | 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| | {{collapse| | ||
− | ====Head==== | + | ==== Head ==== |
*Health: 30 | *Health: 30 | ||
*Lethal if destroyed/removed. | *Lethal if destroyed/removed. | ||
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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. | 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===== | + | ===== Skull ===== |
*Health: 30 | *Health: 30 | ||
*Lethal if shattered. | *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). | 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====== | + | ====== Brain ====== |
*Health: 10 | *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]]. | 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===== | + | ===== Eyes ===== |
*Health: 10 | *Health: 10 | ||
Includes : | Includes : | ||
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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. | 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===== | + | ===== Ears ===== |
*Health: 10 | *Health: 10 | ||
Includes : | Includes : | ||
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Currently, loud noises like gunshots do not inflict pain or damage on the ears. | Currently, loud noises like gunshots do not inflict pain or damage on the ears. | ||
− | =====Nose===== | + | ===== Nose ===== |
*Health: 10 | *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. | {{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===== | + | ===== Jaw ===== |
*Health: 20 | *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. | 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==== | + | ==== Torso ==== |
*Health: 40 | *Health: 40 | ||
*Core Part | *Core Part | ||
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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. | 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===== | + | ===== Neck ===== |
*Health: 30 | *Health: 30 | ||
*Lethal if destroyed/removed. | *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]]. | 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===== | + | ===== Clavicle ===== |
*Health: 25 | *Health: 25 | ||
Includes : | Includes : | ||
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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. | 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===== | + | ===== Spine ===== |
*Health: 35 | *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. | 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===== | + | ===== Pelvis ===== |
*Health: 25 | *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. | 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===== | + | ===== Sternum ===== |
*Health: 25 | *Health: 25 | ||
Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed. | Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed. | ||
− | =====Rib===== | + | ===== Rib ===== |
*Health: 15 | *Health: 15 | ||
Includes : | Includes : | ||
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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]]. | 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===== | + | ===== Lung ===== |
*Health: 20 | *Health: 20 | ||
Includes : | Includes : | ||
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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, {{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. | 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===== | + | ===== Stomach ===== |
*Health: 30 | *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. | 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===== | + | ===== Heart ===== |
*Health: 20 | *Health: 20 | ||
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death. | The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death. | ||
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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. | 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===== | + | ===== Kidney ===== |
*Health: 20 | *Health: 20 | ||
Includes : | Includes : | ||
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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. | 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==== | + | ==== Arm ==== |
*Health: 30 | *Health: 30 | ||
Includes : | Includes : | ||
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Arms are required for [[#Working|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 or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. | Arms are required for [[#Working|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 or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. | ||
− | =====Humerus===== | + | ===== Humerus ===== |
*Health: 25 | *Health: 25 | ||
Includes : | Includes : | ||
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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. | 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. | ||
− | =====Radius===== | + | ===== Radius ===== |
*Health: 20 | *Health: 20 | ||
Includes : | Includes : | ||
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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. | 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. | ||
− | =====Hand===== | + | ===== Hand ===== |
*Health: 20 | *Health: 20 | ||
Includes : | Includes : | ||
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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. | 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. | ||
− | ======Fingers====== | + | ====== Fingers ====== |
*Health: 7 | *Health: 7 | ||
Includes : | Includes : | ||
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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|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|working]] (though it's usually so small it's difficult to notice). | ||
− | ====Leg==== | + | ==== Leg ==== |
*Health: 30 | *Health: 30 | ||
Includes : | Includes : | ||
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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. | 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. | ||
− | =====Tibia===== | + | ===== Tibia ===== |
*Health: 25 | *Health: 25 | ||
Includes : | Includes : | ||
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Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone. | Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone. | ||
− | =====Femur===== | + | ===== Femur ===== |
*Health: 25 | *Health: 25 | ||
Includes : | Includes : | ||
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Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered. | Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered. | ||
− | =====Foot===== | + | ===== Foot ===== |
*Health: 20 | *Health: 20 | ||
Includes : | Includes : | ||
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Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes. | Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes. | ||
− | ======Toes====== | + | ====== Toes ====== |
*Health: 7 | *Health: 7 | ||
Includes : | Includes : |
Revision as of 02:08, 13 July 2017
Human
"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."
Base Stats
- Type
- Human – Characters
- Mass
- 70 kg
Pawn Stats
- Move Speed
- 4.61 c/s
- Body Size
- 1
- Mass - Baby
- 12 kg
- Mass - Juvenile
- 30 kg
- Mass - Adult
- 60 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Diet
- omnivorous
- Life Expectancy
- 80 years
- Maturity Age
- Expression error: Unexpected round operator. years Expression error: Unexpected < operator.
Production
- Meat Yield
- 140 Human meat
- Leather Yield
- 40 human leather
Melee Combat
Humans are the standard colonists race, enemies (raiders) can be both the same specie or artificial.
Biology
The humans of RimWorld are, for the most part, identical to real world ones.
Diet
Humans are omnivores. On Rimworld, their usual food supply consists of meat from butchered animals, and either foraging for food from wild fruit-bearing plants or by cultivating and growing plants.
Most humans absolutely despise the thought of cannibalism, and it usually provided them with a very bad thought. Some humans don't mind, though, and some others even enjoy it.
Combat
Humans are typically equipped with various weapons, but are equipped with the ability to fight things with their own two hands if need be.
Melee Attacks | Damage Amount |
---|---|
Bruise | 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 Group Name | Contents |
---|---|
Torso | clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck |
UpperHead | head, skull, brain, ears |
FullHead | head, skull, brain, eyes, ears, nose, jaw |
Shoulders | shoulders |
Arms | arms, hands, humeri, radii |
Hands | hands, fingers. |
LeftHand | left hand, left hand fingers |
RightHand | right hand, right hand fingers |
Legs | legs, feet, femurs, tibiae |
Feet | feet, toes |
Body Parts (Summary)
Being biological creatures, humans have a lot of body parts that work together to make them tick.
Special Notes:
- Brain injuries, heart, and eye injuries are always permanent and will never heal.
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Group[3] | Capacity[4] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|---|
Torso | 40 | 1 | 100% | 15% | N/A[5] | Torso | - | Death | |
Neck | 25 | 1 | 7.5% | 1.5% | Torso | Neck | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 80% | 1.74% | Neck | UpperHead FullHead HeadAttackTool[6] |
- | Death | |
Skull | 25 | 1 | 18% | 0.216% | Head | UpperHead Eyes FullHead |
- | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 10 | 1 | 80% | 0.864% | Skull | UpperHead Eyes FullHead |
Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 7.0% | 0.42% | Head | FullHead Eyes |
Sight |
−25% Sight. −100% if both lof both lost. −15 Disfigured Social penalty Damage always results in scarring 0% Hit Chance against Blunt damage. | |
Ear | 12 | 2 | 7.0% | 0.42% | Head | UpperHead FullHead |
Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
Nose | 10 | 1 | 10% | 0.6% | Head | FullHead | - | −15 Disfigured Social penalty | |
Jaw | 20 | 1 | 15% | 0.8991% | Head | Teeth FullHead Mouth |
Eating Talking |
−100% Talking and −90% Eating −15 Disfigured Social penalty Can no longer use Teeth attack.[7] | |
Tongue | 10[8] | 1 | 0.1% | 0.0009% | Jaw | FullHead | Talking | −100% Talking and −50% Eating −15 Disfigured Social penalty | |
Waist[9] | 10[8] | 1 | 0% | 0% | Torso | Waist | - | N/A | |
Spine | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
×0 Moving[10] | |
Ribcage | 30 | 1 | 3.6% | 3.6% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
Sternum | 20 | 1 | 1.5% | 1.5% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
Stomach | 20 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
−50% Digestion | |
Heart | 15 | 1 | 2.0% | 2.0% | Torso | Torso | Blood Pumping |
Death | |
Lung | 15 | 2 | 2.5% | 2.5% | Torso | Torso | Breathing |
−50% Breathing. Death if both lost | |
Kidney | 15 | 2 | 1.7% | 1.7% | Torso | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Liver | 20 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
Death | |
Shoulder | 30 | 2 | 12% | 1.68% | Torso | Shoulders | Manipulation |
−50% Manipulation. −100% if both lost | |
Clavicle | 25 | 2 | 9.0% | 1.08% | Shoulder | Torso | Manipulation |
Cannot be destroyed Up to −48% Manipulation. Increasing Pain based on damage. | |
Arm | 30 | 2 | 77% | 6.0984% | Shoulder | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Humerus | 25 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Radius | 20 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Hand | 20 | 2 | 14% | 0.827904% | Arm | Hands | Manipulation |
−50% Manipulation. −100% if both lost Can no longer use Fist attack[11] | |
Pinky | 8 | 2 | 6.0% | 0.077616% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Ring Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Middle Finger | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Index Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Thumb | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Pelvis | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
Cannot be destroyed Up to −96% Moving. Increasing Pain based on damage. | |
Leg | 30 | 2 | 14% | 9.8% | Torso | Legs | Moving |
−50% Moving. −100% if both lost | |
Femur | 25 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
Tibia | 25 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
Foot | 25 | 2 | 10% | 0.854% | Leg | Feet | Moving |
−50% Moving. −100% if both lost | |
Little Toe | 8 | 2 | 6.0% | 0.084% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Fourth Toe | 8 | 2 | 7.0% | 0.098% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Middle Toe | 8 | 2 | 8.0% | 0.112% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Second Toe | 8 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Big Toe | 8 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ What apparel coverage covers this body part.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.
Body Parts (Detailed)
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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).