Difference between revisions of "Heart"
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* 1x Kidney worth {{icon|silver|{{Q|Kidney|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}}}}}}. | For a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}. | ||
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+ | == Version history == | ||
+ | * [[Version/0.7.581|0.7.581]] - Item form added, and now harvestable. | ||
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category: Medical Item]] | [[Category: Medical Item]] | ||
[[Category: Body Part]] | [[Category: Body Part]] |
Revision as of 08:25, 7 November 2021
Heart
A biological human heart. Pumps blood around the body.
Base Stats
- Type
- Medical Items – Body Parts
- Mass
- 1 kg
- HP
- 50
- Flammability
- 100%
- 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
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.
Hearts can also be acquired through trading with faction settlements or Exotic Goods traders. Additionally, a mood-penalty free heart is produced after installing a prosthetic heart or bionic heart in a pawn.
Summary
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Summary stuff goes here
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 8.
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
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 .
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 1,000
- 1x Kidney worth 900
- 1x Heart worth 1,200
For a total of 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 1,000
- 1x Kidney worth 900
For a total of Expression error: Unrecognized punctuation character ","..
Version history
- 0.7.581 - Item form added, and now harvestable.