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==Character Anatomies== | ==Character Anatomies== | ||
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The human anatomy in Rimworld is a simplified one of ours in real life. | The human anatomy in Rimworld is a simplified one of ours in real life. | ||
− | + | {{:Table of Human Body Parts}} | |
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==Treatments== | ==Treatments== |
Revision as of 22:26, 16 August 2014
Characters, like colonists, raiders, etc, can become injured (via the environment or fighting). Each injury affects a different part of the colonists' well being, and can be found under a character's Health tab.
Health Systems
- Main article: Characters
Characters of Rimworld can have the following health 'systems'.
System Name | Biological Body Parts | Mechanical Body Parts | Biological Pawns Have? | Mechanical Pawns Have? | Fatal if all Capacity Lost?[1] |
---|---|---|---|---|---|
Pain | - | - | Yes | No | No |
Consciousness | Brain | - | Yes | No | Yes |
Data Processing | - | Artificial Brain | No | Yes | Yes |
Sight | Eye | Sight Sensor | Yes | Yes | No |
Hearing | Ear | Hearing Sensor | Yes | Yes | No |
Moving | Leg, Foot | Leg, Foot[2] | Yes | Yes | No[3] |
Working | Arm, Hand | Arm, Hand[4] | Yes | Yes | No |
Talking | Jaw, Neck | - | Yes | No | No |
Communication | - | Neck[5] | No | Yes | No |
Breathing | Lungs | - | Yes | No | Yes |
Blood Filtration | Kidneys | - | Yes | No | Yes |
Blood Pumping | Heart | - | Yes | No | Yes |
Metabolism | Liver | - | Yes | No | Yes |
- ↑ Refers to whether or not the pawn will die if a system's capacity becomes 'None'
- ↑ Centipedes body rings are used for movement instead, since they don't have legs.
- ↑ In the current alpha, while it doesn't kill you, it pretty much makes that pawn completely unable to care for themselves. Considered 'lethal' by much of the community do to this.
- ↑ Again, Centipedes body rings are used for work instead, since they don't have arms.
- ↑ Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated (they sound pretty cute).
Pain
- Main Article: Pain
Most biological creatures including colonists, raiders, and animals feel pain caused by injuries. A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme.[Detail Needed] Even a little pain causes unhappy thoughts. Once pain passes 10%, it'll start to have an effect on consciousness. If a pawn's pain level meets or exceeds their Pain Shock Threshold they'll go into shock, unable to move. Pawns with the Wimp trait will be incapacitated with only minor pain of 30%.
Most pain is temporary, but scars and certain diseases can cause long-term pain. A painstopper implant or the Painblock psycast will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait or an ideoligion with the Pain: Idealized precept get a mood bonus from pain instead of a penalty, so it's usually better to leave them alone.
Injuries to the artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.
Formula
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:
pain = pain / healthFactor
for pawns with a healthFactor other than 1.0 (like grizzly bears and other large animals). Humans have a healthFactor of 1.0, so this doesn't impact humanspain = pain * painFactor
from health conditions which alter pain. This includes pain-reducing drugs like flake and yayo as well as anesthetic used during operations
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type. For example:
- 30 burn damage causes 30 damage × 0.01875 pain per severity = 56.25% pain
- 30 cut damage causes 30 damage × 0.0125 pain per severity = 37.5% pain
For the complete table of pain vs damage, see Health Difficulties
Thresholds
Pain creates moodlets of different values at 4 stages depending on pain severity.
Level | Required Pain % | Mood Penalty (Default) |
Mood Buff (Masochist) |
Mood Buff (Pain:Idealized) |
---|---|---|---|---|
Minor | 1% | −5 | +5 | +3 |
Serious | 15% | −10 | +10 | +5 |
Intense | 40% | −15 | +15 | +7 |
Mind-shattering | 80% | −20 | +20 | +9 |
A standard pawn will go down upon reaching mind-shattering pain.
Pain inflicts a consciousness penalty that scales with the pain percentage after exceeding 10%. It conforms to the following equation:
IF Pain[%] <= 10% THEN -0% ELSE -{(Pain-0.1)/2.25}[%]
For example, 15% pain is 0.15 - 0.1 = 0.05 / 2.25 = 0.02 or 2% consciousness loss.
Graph |
---|
Factors
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Many other hediffs cause pain or change pain factors. Also injury mechanics. Also how is PainFactor applied? Is it exactly the same as a post factor for other capacities? Math section on final calculation is needed.. |
Base factors
Factors cause the game code to MULTIPLY pain X a number. Small numbers reduce pain a lot. Large numbers reduce pain a little.
- Painstopper: ×0%
- Painless persona trait : ×0%
- Go-juice:
- High: ×10%
- Withdrawal: ×300%
- Painblock psycast: ×10%
- Yayo:
- High: ×50%
- Luciferium:
- High: ×80%
- Psychite tea:
- High: ×90%
- Beer: (See also Offsets)
- Warm: ×90%
- Tipsy: ×80%
- Drunk: ×50%
- Hammerred: ×30%
- Blackout: ×10%
- Psychic bond:
- Psychic bond: ×50%
- Reduced pain: ×50%
Offsets
Offsets cause the game code to ADD OR SUBTRACT a number from the pawn's pain. Small numbers are less effective at reducing pain than large numbers. However, if the pawn only has a small amount of pain, an equally small offset will be totally effective at removing all pain. Positive numbers add pain. Negative numbers reduce pain.
- Mindscrew: +20%
- Sensory mechanites:
- Mild pain: +20%
- Intense pain: +60%
- Blood rot:
- Extreme: +5%
- Fibrous mechanites:
- Mild pain: +20%
- Intense pain: +60%
- Muscle parasites: +20%
- Gut worms: +20%
- Malaria:
- Major: +30%
- Extreme: +30%
- Luciferium:
- Withdrawal: +40%
- Beer: (See also Factors)
- Blackout: +5%
- Stoned on smokeleaf: −20%
- Torture crown: +5%
- Tox gas:
- Mild: +10%
- Moderate: +15%
- Severe: +25%
- Hemogen craving:
- Minor: +5%
- Moderate: +10%
- Major: +15%
- Inhumanization: −50%
Character Anatomies
The human anatomy in Rimworld is a simplified one of ours in real life.
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.
Treatments
[[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 |
]]Currently, the only form of treatment provided is bandaging and using medical kits on colonists. Colonists assigned to the 'medical' job will attempt to treat colonists that are on medical beds.
Some note-worthy things :
- Better doctors have a better chance to treat injuries better.
- Using medical kits seems to raise the chance of treating a wound well
- Treating wounds helps reduce the chance that they will scar.
Future
[[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 |
]]
- Tynan has hinted that there may be artificial limbs (potentially even cybernetic replacements) in Alpha 7.