Difference between revisions of "Heart"

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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
| description = Supplies blood and oxygen to all parts of the body. Ready to find a new owner.
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| description = A biological human heart. Pumps blood around the body.
 
| mass base = 1
 
| mass base = 1
 
| hp = 50
 
| hp = 50
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| thingCategories = BodyPartsNatural
 
| thingCategories = BodyPartsNatural
 
}}
 
}}
The '''heart''' is an organ that pumps blood through the circulatory system. Blood provides the body with oxygen and nutrients and assists in the removal of metabolic wastes. [[Metabolism]] is the process in which food is turned into energy. This system determines which substances are nutritious and which are poisonous. The metabolic speed rate influences a creature's [[hunger]] rate.
+
The '''heart''' is an organ that pumps blood through the circulatory system. The heart accounts for up to 100% of a person's [[blood pumping]]. Destruction of the heart. is instantly fatal.  
  
 
Pawns can suffer from an [[artery blockage]], which reduces [[Blood Pumping|pumping efficiency of blood]], or from [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated.
 
Pawns can suffer from an [[artery blockage]], which reduces [[Blood Pumping|pumping efficiency of blood]], or from [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated.
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Hearts can occasionally be purchased from exotic goods [[trader]]s.  A free heart is produced after installing a [[prosthetic heart]] or [[bionic heart]] in a colonist or prisoner.  A heart can also be [[Human Resources|harvested]] from a prisoner, killing them in the process and incurring serious mood penalties for the entire colony.
 
Hearts can occasionally be purchased from exotic goods [[trader]]s.  A free heart is produced after installing a [[prosthetic heart]] or [[bionic heart]] in a colonist or prisoner.  A heart can also be [[Human Resources|harvested]] from a prisoner, killing them in the process and incurring serious mood penalties for the entire colony.
  
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==Acquisition==
 +
{{see also|Human Resources}}
 +
While most [[animals]] have hearts, the heart item can only be acquired by harvesting them from [[human]] [[pawns]] through the [[surgery]] bill. This bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]].
 +
 +
One heart can be taken from a healthy patient but any damage, infection, carcinoma or other issue affecting a heart will prevent harvesting. When the heart is taken, the patient will die.
 +
 +
Removing a heart from a guest or prisoner decreases [[faction]] goodwill by 20 points down to a max of -100, and creates a -5 [[mood]] to your pawns for 8 days due to "someone's organ harvested", stacking up to 5 times, with a 0.75x multipler. Surgery on your own people gives "colonist's organ harvested" which is statisically identical to the previous mood penalty, however both types of mood penalties stack. Lastly as the pawn is killed by taking the organ, the members of the colony gets an additional a -6 for 5 days.
 +
 +
Pawns with the Bloodlust and Psychopath [[trait]] are not affected by the harvesting of other people.
 +
 +
==Analysis==
 +
While hearts can be harvested from prisoners, guests, and your own colonists, generally it is preferable to harvest from prisoners because removing the heart is fatal.  Killing a guest or your own colonist carries a significant mood penalty.
 +
 +
There are two primary reasons to harvest an organ - trade and transplantation.
 +
 +
===Transplantation===
 +
Hearts can be damaged by disease, drugs, or combat. Damage to the Heart reduces Blood Pumping (up to 100% when totally destroyed). This has several effects - the first is up to a 20% reduction in [[Consciousness]] which in turn affects almost every task a pawn can perform - making them worse in basically every way.
 +
 +
The second effect is up to a ?% reduction in the [[Moving]] capactity, in turn affecting both [[Move Speed]] and [[Melee Dodge Chance]]. This effect stacks with the consciousness penalty and can signficantly affect performance of a pawn in any combat or any task that requires moving or collecting ingredients.
 +
 +
Finally, damage to the Blood Pumping capacity reduces the [[Rest Rate Multiplier]] which makes a pawn sleep for longer periods to
 +
become fully rested.
 +
 +
Heart transplants can also be used to treat [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated, and [[Artery blockage]] which both reduce heart efficiency and can cause heart attacks. Lastly total destruction of the heart is instantly fatal.  Thus, it is recommended to replace damaged hearts on valuable colonists as soon as possible. However, unlike other organs, artificial variants of the heart exist, with the [[prosthetic heart]] being inferior to a healthy natural one, and the [[bionic heart]] being superior, offering small buffs to [[Moving]] and [[Rest Rate Multiplier]]. Thus, if the mood penalties of harvesting cannot be withstood, options exist.
 +
 +
===Trade===
 +
Each heart is worth {{P|Market Value Base}} silver, and only has a mass of {{P|Mass Base}} . The abundant supply of [[raiders]] means that, if the mood penalty can be withstood, a significant amount of value can be extracted from them without having to keep prisoners and wait for a Slave Trader or Royal Tribute Collector {{RoyaltyIcon}}.
 +
 +
Because removing the heart is fatal, it's actually suboptimal to remove when the other organs are all okay.  The [[Liver]], [[Lung]]s, and [[Kidney]]s are also options for harvesting. If willing to organ-murder the donor, the optimum is removing:
 +
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}
 +
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}
 +
* 1x Heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}}
 +
For a total of {{icon|silver|{{#expr:{{Q|Heart|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.
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 +
If the Heart is unavailable you can take the Liver instead which has the same value but weighs twice as much. If that is also unavailable, the second lung and then the second kidney are the optimal options.
 +
Removing the heart, liver, second lung or second kidney are all fatal and prevent further harvesting.
 +
 +
If unwilling to organ murder the donor, the best option is to harvest
 +
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}
 +
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}
 +
For a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category: Medical Item]]
 
[[Category: Medical Item]]
 
[[Category: Body Part]]
 
[[Category: Body Part]]

Revision as of 04:51, 13 August 2021

Heart

Heart

A biological human heart. Pumps blood around the body.

Base Stats

Type
Medical ItemsBody Parts
Market Value
500 Silver
Mass
1 kg
HP
50
Flammability
100%
Technical
thingCategories
BodyPartsNatural


The heart is an organ that pumps blood through the circulatory system. The heart accounts for up to 100% of a person's blood pumping. Destruction of the heart. is instantly fatal.

Pawns can suffer from an artery blockage, which reduces pumping efficiency of blood, or from heart attacks, which can be fatal if not treated.

Acquisition

Hearts can occasionally be purchased from exotic goods traders. A free heart is produced after installing a prosthetic heart or bionic heart in a colonist or prisoner. A heart can also be harvested from a prisoner, killing them in the process and incurring serious mood penalties for the entire colony.

Acquisition

While most animals have hearts, the heart item can only be acquired by harvesting them from human pawns through the surgery bill. This bill requires 1 of any type of medicine to perform. Success chance is dependent on a number of factors, including bed quality, room cleanliness, and doctor skill - specifically the doctor's Medical Surgery Success Chance.

One heart can be taken from a healthy patient but any damage, infection, carcinoma or other issue affecting a heart will prevent harvesting. When the heart is taken, the patient will die.

Removing a heart from a guest or prisoner decreases faction goodwill by 20 points down to a max of -100, and creates a -5 mood to your pawns for 8 days due to "someone's organ harvested", stacking up to 5 times, with a 0.75x multipler. Surgery on your own people gives "colonist's organ harvested" which is statisically identical to the previous mood penalty, however both types of mood penalties stack. Lastly as the pawn is killed by taking the organ, the members of the colony gets an additional a -6 for 5 days.

Pawns with the Bloodlust and Psychopath trait are not affected by the harvesting of other people.

Analysis

While hearts can be harvested from prisoners, guests, and your own colonists, generally it is preferable to harvest from prisoners because removing the heart is fatal. Killing a guest or your own colonist carries a significant mood penalty.

There are two primary reasons to harvest an organ - trade and transplantation.

Transplantation

Hearts can be damaged by disease, drugs, or combat. Damage to the Heart reduces Blood Pumping (up to 100% when totally destroyed). This has several effects - the first is up to a 20% reduction in Consciousness which in turn affects almost every task a pawn can perform - making them worse in basically every way.

The second effect is up to a ?% reduction in the Moving capactity, in turn affecting both Move Speed and Melee Dodge Chance. This effect stacks with the consciousness penalty and can signficantly affect performance of a pawn in any combat or any task that requires moving or collecting ingredients.

Finally, damage to the Blood Pumping capacity reduces the Rest Rate Multiplier which makes a pawn sleep for longer periods to become fully rested.

Heart transplants can also be used to treat heart attacks, which can be fatal if not treated, and Artery blockage which both reduce heart efficiency and can cause heart attacks. Lastly total destruction of the heart is instantly fatal. Thus, it is recommended to replace damaged hearts on valuable colonists as soon as possible. However, unlike other organs, artificial variants of the heart exist, with the prosthetic heart being inferior to a healthy natural one, and the bionic heart being superior, offering small buffs to Moving and Rest Rate Multiplier. Thus, if the mood penalties of harvesting cannot be withstood, options exist.

Trade

Each heart is worth 1,200 silver, and only has a mass of 1 . The abundant supply of raiders means that, if the mood penalty can be withstood, a significant amount of value can be extracted from them without having to keep prisoners and wait for a Slave Trader or Royal Tribute Collector Content added by the Royalty DLC.

Because removing the heart is fatal, it's actually suboptimal to remove when the other organs are all okay. The Liver, Lungs, and Kidneys are also options for harvesting. If willing to organ-murder the donor, the optimum is removing:

  • 1x Lung worth Silver 1,000
  • 1x Kidney worth Silver 900
  • 1x Heart worth Silver 1,200

For a total of Silver Expression error: Unrecognized punctuation character ","..

If the Heart is unavailable you can take the Liver instead which has the same value but weighs twice as much. If that is also unavailable, the second lung and then the second kidney are the optimal options. Removing the heart, liver, second lung or second kidney are all fatal and prevent further harvesting.

If unwilling to organ murder the donor, the best option is to harvest

  • 1x Lung worth Silver 1,000
  • 1x Kidney worth Silver 900

For a total of Silver Expression error: Unrecognized punctuation character ","..