Difference between revisions of "Body Parts"

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*Right Ear
 
*Right Ear
 
*Left Ear
 
*Left Ear
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. {{v|{{:Version}}}} There is currently no way to restore hearing to a deafened colonist.
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Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. Hearing helps in trade price improvement.  {{v|{{:Version}}}} There is currently no way to restore hearing to a deafened colonist.
  
 
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.
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=====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.
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{{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, but will cause the colonist to become disfigured, which will cause -10 opinion on all other colonists.
  
 
=====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.
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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. The jaw is also required for socializing.
  
 
====Torso====
 
====Torso====
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*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.
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=====Sternum=====
  
 
=====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.
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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, and euthanizing the colonist is currently the only thing you can do.
 
 
 
=====Sternum=====
 
=====Sternum=====
 
*Health: 25
 
*Health: 25
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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.
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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. Gut worms can infect the stomach and increase hunger and pain.
  
 
=====Heart=====
 
=====Heart=====
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*Right Arm
 
*Right Arm
 
*Left Arm
 
*Left Arm
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.
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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. Any arm prosthetic will completely replace the arm, including hands and fingers.
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=====Humerus=====
 
=====Humerus=====
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*Right Hand
 
*Right Hand
 
*Left Hand
 
*Left Hand
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.
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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.  
 
 
 
======Fingers======
 
======Fingers======
 
*Health: 7
 
*Health: 7
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*Left Pinky
 
*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|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).
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Losing a finger will cause the colonist to lose 10% manipulation.
  
 
====Leg====
 
====Leg====
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*Right Leg
 
*Right Leg
 
*Left Leg
 
*Left Leg
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.
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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. Any leg prosthetic will completely replace the entire leg, including the feet and toes.  
  
 
=====Tibia=====
 
=====Tibia=====
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*Left Big Toe
 
*Left Big Toe
 
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' [[#Moving|walking]] by a small amount.
 
Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' [[#Moving|walking]] by a small amount.
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Losing a toe will cause a colonist to lose 10% of it's movement. Even on the Rimworlds, stubbing your toe is still as painful.
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<references />
 
<references />
 
|}}
 
|}}
 
</noinclude>
 
</noinclude>

Revision as of 16:36, 9 December 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

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 instantly scar and never heal.[1]
    • Heart injuries instantly scar and never heal.[1]

    Table HumanBodyParts


    Body Parts (Detailed)

    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).

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