Difference between revisions of "Body Parts"
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</noinclude> | </noinclude> | ||
+ | |||
+ | == Replacements == | ||
+ | |||
+ | As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options varry in difficulty of crating/aquiring, but most importantly in how effective the replacement part will be. | ||
+ | |||
+ | === Part Efficiency === | ||
+ | |||
+ | A un-injured, naturally grown bodypart has a Efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%. | ||
+ | |||
+ | Replacement parts come in rough tech levels, wich have a part efficiency range. Parts that were avalible on the previous techlevel tend to have higher part efficiency then those. | ||
+ | |||
+ | === Wooden Parts === | ||
+ | |||
+ | The low tech variant even availible for Tribals. It also has the smalest group of avalible repalacement parts, being only rarely an option. Part efficiency varries from 60-80%. | ||
+ | |||
+ | A word of warning: Installting those still counds as a operation that can be bothced and requires anasthetics. | ||
+ | |||
+ | === Prostethics === | ||
+ | |||
+ | Prosthethics roughly equal replacement parts availible or very likely is the early 21st century. They only require {{icon|steel}} Steel and {{icon|components}} Components to build. They can be built on a Machining Table after, the Prosthetic research. | ||
+ | |||
+ | Part efficiency varries from 50-85%, depending on part. | ||
+ | |||
+ | === Harvested Parts === | ||
+ | |||
+ | As Rimworld has no concept of bodypart rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested bodyparts have 100% efficiency. For most organs, this is the earliest availible repalcement option. It only requires medicine as Anasthethic. | ||
+ | |||
+ | Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these bodyparts - 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 bodyparts not normally avalible for harvesting (like limbs) and generally sidestep any mood effects for aquiring the bodypart. | ||
+ | |||
+ | === Bionics === | ||
+ | |||
+ | Bionics are the cybernetics as they are found in Science Fiction. Bionics reqiuire {{icon|plasteel}}Plasteel, {{icon|advanced_components}} Advanced Components and Bionics reaserach, as well as generally a Fabrication bench. | ||
+ | |||
+ | They generally have 125% part efficiency, making them straight upgrades for most bodyparts. If there is no replacement parts between harvested and bionic parts, the organ can not be sensibly replaced (like a brain) or replacements offer no benefit. | ||
+ | |||
+ | === Specialized Bionics === | ||
+ | |||
+ | These bonics tend to be more sidegradse then simple upgrades. They often improove 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 (wich somewhat lessens the primary bonus), cancer and other side effects. | ||
+ | |||
+ | Many of these are tied to the [[Royalty DLC]], but a few have been avalible in the base game for a long time. | ||
+ | |||
+ | === List of Bodyparts === | ||
+ | |||
+ | {{nav/body_parts}} | ||
==References== | ==References== | ||
{{Reflist}} | {{Reflist}} |
Revision as of 08:08, 12 May 2020
|
Body Part Groups
Each individual body part (such as clavicle) is a subunit of a Body Part Group (such as Torso). Armor and Clothing cover and protect all the body parts in that specific group.
Body Part Group Name | Contents |
---|---|
Torso | clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck |
UpperHead | head, skull, brain, ears |
FullHead | head, skull, brain, eyes, ears, nose, jaw |
Shoulders | shoulders |
Arms | arms, hands, humeri, radii |
Hands | hands, fingers. |
LeftHand | left hand, left hand fingers |
RightHand | right hand, right hand fingers |
Legs | legs, feet, femurs, tibiae |
Feet | feet, toes |
Body Parts (Summary)
Being biological creatures, humans have a lot of body parts that work together to make them tick.
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 Breathing |
Death | |
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 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.[8] | |
Tongue | 10[9] | 1 | 0.1% | 0.0009% | Jaw | FullHead | Talking | −100% Talking and −50% Eating −15 Disfigured Social penalty | |
Waist[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 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[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 |
- ↑ 1.0 1.1 Confirmed by json on the bugtracker.
- ↑ 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 article is suggested to be rewritten. Reason: Please provide a reason . You can help the RimWorld Wiki by improving it. |
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).
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 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 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.
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. Lethal if destroyed, since it holds the brain.
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 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 total deafness. Hearing helps in trade price improvement. Damaged or lost ears can be replaced with a bionic ear
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.
Jaw
- Health: 20
Required for eating, colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing.
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 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. 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. The only way to restore functionality is by administering Luciferium over time, or installing a Bionic spine.
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, and euthanizing the colonist is currently the only thing you can do.
Sternum
- Health: 25
Front part of the rib cage. 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. 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 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: 30
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to eat. A colonist without a stomach can still eat, though very slowly. Gut worms can infect the stomach and increase hunger and pain.
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 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 prosthetic will completely replace the arm, including hands and fingers.
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 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 power claw salvaged from an incapacitated Scyther. The claw is only 90% as effective as a natural hand, but provides increased damage in combat.
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 (though it's usually so small it's difficult to notice).
Losing a finger will cause the colonist to lose 10% 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 prosthetic or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 40% more efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional. Any leg prosthetic 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: 20
Includes :
- Right Foot
- Left Foot
Humans have two feet, needed for moving. 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 colonist's moving capacity by a small amount.
Losing a toe will cause a colonist to lose 4% of its moving capacity. Even on the Rimworlds, stubbing your toe is still as painful.
Replacements
As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options varry in difficulty of crating/aquiring, but most importantly in how effective the replacement part will be.
Part Efficiency
A un-injured, naturally grown bodypart has a Efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%.
Replacement parts come in rough tech levels, wich have a part efficiency range. Parts that were avalible on the previous techlevel tend to have higher part efficiency then those.
Wooden Parts
The low tech variant even availible for Tribals. It also has the smalest group of avalible repalacement parts, being only rarely an option. Part efficiency varries from 60-80%.
A word of warning: Installting those still counds as a operation that can be bothced and requires anasthetics.
Prostethics
Prosthethics roughly equal replacement parts availible or very likely is the early 21st century. They only require Steel and <span style="white-space:nowrap;" title=" Components to build. They can be built on a Machining Table after, the Prosthetic research.
Part efficiency varries from 50-85%, depending on part.
Harvested Parts
As Rimworld has no concept of bodypart rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested bodyparts have 100% efficiency. For most organs, this is the earliest availible repalcement option. It only requires medicine as Anasthethic.
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these bodyparts - 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 bodyparts not normally avalible for harvesting (like limbs) and generally sidestep any mood effects for aquiring the bodypart.
Bionics
Bionics are the cybernetics as they are found in Science Fiction. Bionics reqiuire Plasteel, <span style="white-space:nowrap;" title=" Advanced Components and Bionics reaserach, as well as generally a Fabrication bench.
They generally have 125% part efficiency, making them straight upgrades for most bodyparts. If there is no replacement parts between harvested and bionic parts, the organ can not be sensibly replaced (like a brain) or replacements offer no benefit.
Specialized Bionics
These bonics tend to be more sidegradse then simple upgrades. They often improove 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 (wich somewhat lessens the primary bonus), cancer and other side effects.
Many of these are tied to the Royalty DLC, but a few have been avalible in the base game for a long time.
List of Bodyparts
- Arm/Hand
- Archotech arm • Bionic arm • Power claw • Prosthetic arm • Wooden hand • Drill arm • Elbow blade • Field hand • Hand talon • Venom talon • Flesh tentacle • Flesh whip
- Head
- Archotech eye • Bionic eye • Bionic ear • Bionic jaw • Bionic tongue • Cochlear implant • Denture • Aesthetic nose
- Head implants
- Joywire • Painstopper • Circadian assistant • Circadian half-cycler • Gastro-analyzer • Learning assistant • Mindscrew • Neurocalculator • Psychic harmonizer • Psychic reader • Psychic sensitizer • Venom fangs • Control sublink (Standard, High) • Mechlink • Mech gestation processor • Remote repairer • Remote shielder • Repair probe
- Spine
- Bionic spine • Revenant vertebrae
- Stomach
- Bionic stomach • Nuclear stomach • Reprocessor stomach • Sterilizing stomach • Fleshmass stomach
- Heart
- Bionic heart • Prosthetic heart • Heart • Adrenal heart • Corrosive heart • Metalblood heart
- Lung
- Lung • Detoxifier lung • Fleshmass lung
- Kidney
- Kidney • Detoxifier kidney
- Organs
- Liver
- Visceral implants
- Death acidifier • Aesthetic shaper • Coagulator • Healing enhancer • Armorskin gland • Stoneskin gland • Toughskin gland • Immunoenhancer • Love enhancer • Ghoul plating • Ghoul barbs
- Leg/Foot
- Archotech leg • Bionic leg • Prosthetic leg • Peg leg • Wooden foot • Knee spike
- Related
- Psylink neuroformer • Xenogerm
- Deprecated
- Scyther blade • Psychic silencer
References
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedinstantScar