Difference between revisions of "Human"

From RimWorld Wiki
Jump to navigation Jump to search
(Changed stat to mass base.)
m (Corrected link.)
Line 69: Line 69:
 
Special Notes:
 
Special Notes:
 
*Brain injuries, heart, and eye injuries are always permanent and will '''never''' heal.
 
*Brain injuries, heart, and eye injuries are always permanent and will '''never''' heal.
{{:Table_HumanBodyParts}}
+
{{:Table of Human Body Parts}}
  
 
<noinclude>
 
<noinclude>

Revision as of 19:12, 24 February 2017

Human

"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."

Base Stats

Type
HumanCharacters
Market Value
1750 Silver
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
"+" can not be assigned to a declared number type with value 18.
Maturity Age
Expression error: Unexpected round operator. years Expression error: Unexpected < operator.

Production

Meat Yield
140 Human meat Human meat
Leather Yield
40 Human leather human leather

Melee Combat

Attack 1
Left hand
6 dmg (Blunt)
9 % AP
110 second cooldown
Attack 2
Right hand
6 dmg (Blunt)
9 % AP
110 second cooldown
Average DPS
0.03

Humans are the standard race of RimWorld. They make up your colony's colonists, and the enemy raiders you struggle against.

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.

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] Ex.png Torso - Death
    Neck 25 1 7.5% 1.5% Torso Ex.png Neck Eating
    Talking
    Breathing
    Death
    Head 25 1 80% 1.74% Neck Ex.png UpperHead
    FullHead
    HeadAttackTool[6]
    - Death
    Skull 25 1 18% 0.216% Head Check.png UpperHead
    Eyes
    FullHead
    - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 10 1 80% 0.864% Skull Ex.png UpperHead
    Eyes
    FullHead
    Consciousness
    Death
    Damage always results in scarring.
    Eye 10 2 7.0% 0.42% Head Ex.png 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 Ex.png UpperHead
    FullHead
    Hearing
    −25% Hearing. −100% if both lost.
    −15 Disfigured Social penalty
    Nose 10 1 10% 0.6% Head Ex.png FullHead - −15 Disfigured Social penalty
    Jaw 20 1 15% 0.8991% Head Ex.png 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 Check.png FullHead Talking −100% Talking and −50% Eating
    −15 Disfigured Social penalty
    Waist[9] 10[8] 1 0% 0% Torso Ex.png Waist - N/A
    Spine 25 1 2.5% 2.5% Torso Check.png Torso Moving
    ×0 Moving[10]
    Ribcage 30 1 3.6% 3.6% Torso Check.png Torso Breathing
    Cannot be destroyed
    Up to −48% Breathing.
    Increasing Pain based on damage.
    Sternum 20 1 1.5% 1.5% Torso Check.png Torso Breathing
    Cannot be destroyed
    Up to −48% Breathing.
    Increasing Pain based on damage.
    Stomach 20 1 2.5% 2.5% Torso Check.png Torso Digestion
    −50% Digestion
    Heart 15 1 2.0% 2.0% Torso Check.png Torso Blood Pumping
    Death
    Lung 15 2 2.5% 2.5% Torso Check.png Torso Breathing
    −50% Breathing. Death if both lost
    Kidney 15 2 1.7% 1.7% Torso Check.png Torso Blood Filtration −50% Blood Filtration. Death if both lost
    Liver 20 1 2.5% 2.5% Torso Check.png Torso Digestion
    Death
    Shoulder 30 2 12% 1.68% Torso Ex.png Shoulders Manipulation
    −50% Manipulation.
    −100% if both lost
    Clavicle 25 2 9.0% 1.08% Shoulder Check.png Torso Manipulation
    Cannot be destroyed
    Up to −48% Manipulation.
    Increasing Pain based on damage.
    Arm 30 2 77% 6.0984% Shoulder Ex.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Humerus 25 2 10% 0.924% Arm Check.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Radius 20 2 10% 0.924% Arm Check.png Arms Manipulation
    −50% Manipulation. −100% if both lost
    Hand 20 2 14% 0.827904% Arm Ex.png Hands Manipulation
    −50% Manipulation. −100% if both lost
    Can no longer use Fist attack[11]
    Pinky 8 2 6.0% 0.077616% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Ring Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Middle Finger 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Index Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Thumb 8 2 8.0% 0.103488% Hand Ex.png Hands
    LeftHand[12]
    RightHand[12]
    Manipulation
    −8% Manipulation. −16% if both lost
    Pelvis 25 1 2.5% 2.5% Torso Check.png Torso Moving
    Cannot be destroyed
    Up to −96% Moving.
    Increasing Pain based on damage.
    Leg 30 2 14% 9.8% Torso Ex.png Legs Moving
    −50% Moving. −100% if both lost
    Femur 25 2 10% 1.4% Leg Check.png Legs Moving
    −50% Moving. −100% if both lost
    Tibia 25 2 10% 1.4% Leg Check.png Legs Moving
    −50% Moving. −100% if both lost
    Foot 25 2 10% 0.854% Leg Ex.png Feet Moving
    −50% Moving. −100% if both lost
    Little Toe 8 2 6.0% 0.084% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Fourth Toe 8 2 7.0% 0.098% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Middle Toe 8 2 8.0% 0.112% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Second Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    Big Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
    −4% Moving. −8% if both lost
    1. 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.
    2. 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.
    3. What apparel coverage covers this body part.
    4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    5. This is the part that everything else connects to to be considered 'connected'.
    6. Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
    7. A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
    8. 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
    9. Called "Utility Slot" in game.
    10. If Moving drops below 16% a pawn cannot move.
    11. A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
    12. 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)

    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).

    Template:Collapse