Difference between revisions of "Human"
(Updated Attacks) |
m (clean up) |
||
Line 35: | Line 35: | ||
}}</onlyinclude> | }}</onlyinclude> | ||
{{TOCright}} | {{TOCright}} | ||
− | Humans are the standard [[Colonist]] race, enemies ([[ | + | Humans are the standard [[Colonist]] race, enemies ([[raider]]s) can be both the same species or artificial. |
== Diet == | == Diet == | ||
<includeonly> | <includeonly> | ||
− | + | {{Main|Humans#Diet)|l1=Human Diet}} | |
</includeonly> | </includeonly> | ||
Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]]. | Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]]. | ||
Line 46: | Line 46: | ||
== Combat == | == Combat == | ||
<includeonly> | <includeonly> | ||
− | + | {{Main|Humans#Combat)|l1=Human Combat}} | |
</includeonly> | </includeonly> | ||
Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged. | Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged. | ||
Line 150: | Line 150: | ||
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. | ||
− | Worth noting that, like the brain, the heart ''always'' scars<ref name="instantScar" /> | + | 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]]s 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 ==== | ||
Line 158: | Line 158: | ||
*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 [[ | + | 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. |
=== Arm === | === Arm === | ||
Line 258: | Line 258: | ||
== Body Parts (Summary) == | == Body Parts (Summary) == | ||
<includeonly> | <includeonly> | ||
− | + | {{Main|Humans#Body Parts (Summary)|l1=Human Body Parts (Summary)}} | |
</includeonly> | </includeonly> | ||
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. |
Revision as of 01:33, 5 July 2019
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
- Attack 1
- Left hand
8.2 dmg (Blunt)
12 % AP
120 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- Right hand
8.2 dmg (Blunt)
12 % AP
120 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- Teeth
8.2 dmg (Bite)
12 % AP
120 second cooldown - Attack 4
- Head
5 dmg (Blunt)
7 % AP
120 second cooldown - Average DPS
- 0.04
Humans are the standard Colonist race, enemies (raiders) can be both the same species or artificial.
Diet
Humans are omnivores. Food supply can be gathered by foraging wild berries, hunting animals for their meat, growing plantations and lastly through cannibalism which causes negative thoughts incurring mood penalties to most but some who favor it.
Combat
Humans can fight with their own fists or equip one type of weapon at a time, either melee or ranged.
Body Parts
This article is suggested to be rewritten. Reason: Please provide a reason . You can help the RimWorld Wiki by improving it. |
Head
- Health: 30
- Lethal if destroyed/removed.
While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the assault rifle can hit the brain and not kill the colonist. However, brain tissue always scars, and sufficient damage may render a colonist unconscious forever.
Skull
- Health: 30
- Lethal if shattered.
Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull).
Brain
- 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. 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 things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a cochlear implant.
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
Nose
- Health: 10
[[version/
|
Current version
The most current PC version in our database is: 1.5.4241
The most current console version in our database is: 1.23
Is this not correct? Please feel free to update it yourself, or let us know on the Rimworld Discord!
Past PC versions
All public versions can be found in the expanding table below. All past versions including Internal, Public, Silent, Hotfixes, Release, Alpha & Beta versions, can be found on the Category:Version page.
If there is a version that is missing, please feel free to add it! Just don't forget to tag the page with the Version Category!
Past console versions
All past console versions can be found on the Category:Console version page. This has a list of every version tagged by that category.
If there is a version that is missing, please feel free to add it! Just don't forget to tag the page with the Console version Category!
Version | Release Date |
---|---|
Console version/1.23 | 12 May 2023 |
Console version/1.22 | 4 May 2023 |
Console version/1.21 | 25 April 2023 |
Console version/1.11 | 8 December 2022 |
Console version/1.10 | 29 September 2022 |
Console version/1.09 | 21 September 2022 |
Console version/1.08 | 25 August 2022 |
Console version/1.07 | 10 August 2022 |
Console version/1.06 | 4 August 2022 |
|
|
Current version
The most current PC version in our database is: 1.5.4241
The most current console version in our database is: 1.23
Is this not correct? Please feel free to update it yourself, or let us know on the Rimworld Discord!
Past PC versions
All public versions can be found in the expanding table below. All past versions including Internal, Public, Silent, Hotfixes, Release, Alpha & Beta versions, can be found on the Category:Version page.
If there is a version that is missing, please feel free to add it! Just don't forget to tag the page with the Version Category!
Past console versions
All past console versions can be found on the Category:Console version page. This has a list of every version tagged by that category.
If there is a version that is missing, please feel free to add it! Just don't forget to tag the page with the Console version Category!
Version | Release Date |
---|---|
Console version/1.23 | 12 May 2023 |
Console version/1.22 | 4 May 2023 |
Console version/1.21 | 25 April 2023 |
Console version/1.11 | 8 December 2022 |
Console version/1.10 | 29 September 2022 |
Console version/1.09 | 21 September 2022 |
Console version/1.08 | 25 August 2022 |
Console version/1.07 | 10 August 2022 |
Console version/1.06 | 4 August 2022 |
]] 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
Functions for eating and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a denture.
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. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the brain from the core part, the torso.
Clavicle
- Health: 25
Includes :
- Right Clavicle
- Left Clavicle
The clavicles are the bones between the neck and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to work. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
Spine
- Health: 35
Colonists need their spine for moving and working. Shattering the spine results in complete paralysis, presumably below the neck. Functionality can be restored by installing a bionic spine, which gives 100% effectiveness.
Pelvis
- Health: 25
The pelvis is critical for moving, and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis.
Sternum
- Health: 25
Front part of the rib cage.
Rib
- Health: 15
Includes :
- Rib x 12
Colonists have 12 ribs, so damage/loss of a rib is relatively harmless.
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 breathe and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.
Stomach
- Health: 25
- Lethal if destroyed.
The stomach is a digestive organ and metabolism source. It is a vital organ.
Heart
- Health: 20
The heart is needed for blood pumping in colonists. Complete destruction of the heart results in instant death.
Worth noting that, like the brain, the heart always scars,[1] and never heals naturally. This is less severe than a brain scar, which could put 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. 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 prosthetic arm or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 40% more efficient than a natural limb.
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 is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do work. Definitely not funny.
Radius
- Health: 20
Includes :
- Right Radius
- Left Radius
Forearm bones, similar to humerus in terms of injury and shattering, with a loss of working ability for the affected arm if shattered.
Hand
- Health: 20
Includes :
- Right Hand
- Left Hand
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw bought from traders. It provides increased damage in combat at no cost to efficiency (100% efficiency). It is still possible to strip without hands.
Fingers
- Health: 7
Includes :
- Right Thumb
- Right Index Finger
- Right Middle Finger
- Right Ring Finger
- Right Pinky
- Left Thumb
- Left Index Finger
- Left Middle Finger
- Left Ring Finger
- Left Pinky
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working.
Leg
- Health: 30
Includes :
- Right Leg
- Left Leg
Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to walk at all. A lost or damaged leg can be replaced either with a peg leg. simple prosthetic leg or a more expensive bionic leg. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% more efficient than a natural limb.
Tibia
- Health: 25
Includes :
- Right Tibia
- Left Tibia
Lower leg bone, required for walking. When shattered, results in a complete loss of function of the leg containing the bone.
Femur
- Health: 25
Includes :
- Right Femur
- Left Femur
Upper leg bone, the same in terms of injury as the tibia, with a loss of walking ability on being shattered.
Foot
- Health: 20
Includes :
- Right Foot
- Left Foot
Humans have two feet, needed for walking. There are also the container for the toes.
Toes
- Health: 7
Includes :
- Right Little Toe
- Right Fourth Toe
- Right Middle Toe
- Right Second Toe
- Right Big Toe
- Left Little Toe
- Left Fourth Toe
- Left Middle Toe
- Left Second Toe
- Left Big Toe
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' walking by a small amount.
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedinstantScar
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 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.