Health

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Revision as of 15:48, 13 July 2015 by Jimyoda (talk | contribs) (→‎Limb Replacement: Linked peg leg to Wood.)
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Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
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

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.

Under the health tab there are two sub-tabs, one for a health overview and a second tab for scheduling any operations that a colonist requires.

Health Systems


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 - AI Persona Core No Yes Yes
Sight Eye Optical Sensor Yes Yes No
Hearing Ear Hearing Sensor Yes Yes No
Moving Leg, Foot Leg, Foot[2] Yes Yes No
Manipulation Arm, Hand Arm, Hand[3] Yes Yes No
Talking Jaw, Neck - Yes No No
Communication - Neck[4] 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
  1. Refers to whether or not the pawn will die if a system's capacity becomes 'None'
  2. Centipedes body rings are used for movement instead, since they don't have legs.
  3. Again, Centipedes body rings are used for work instead, since they don't have arms.
  4. Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.

Health Tab

All creatures will contain a tab when selected called health. This tab will display the bodily systems the creature contains and its current effectiveness. For all of the various creatures within the game, the bodily systems may differ based on what that creature is and what it would need to live in real life (if it could exist, that is). Displayed here is also the current injuries, the effect this has, and the creature's bleeding rate. Do note that not all creatures, most notably the mechanoids, have a bleeding rate that can be displayed here. This tab can also display any currently designated medical operations and any that can be designated. Operations can only be applied to your colonists or their prisoners.

Consciousness

Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss and starvation can have a serious effect on a creature's consciousness if they reach higher levels. When a medical operation is performed, the consciousness of the colonist is dropped to very poor and remains that way until a short period of time has passed. This makes them incapable of moving, along being incapable of leaving the bed.

Cold and Heat Injuries

hypothermia: Needs Description
frostbite: Needs Description
heatstroke: Needs Description
burns: Needs Description

Treatment

For most injuries, you can treat colonists with or without medicine (with typically better results if a medicinal substance is provided), and also have them lay in hospital beds or any other bed or sleeping spot assigned as a medical spot, though Hospital Beds further improve the chance of them being treated properly.

Improper Treatment

Treating an injury poorly may result in scarring, reduced healing rate or infections

Operations

Under the Health tab, you can assign an operation to a colonist by clicking on the bill sub-tab. Operations cannot be performed without a proper Medkit to apply an anesthetic.

Transplants

For missing internal organs, either a donor organ can be used or an artificial part.

Limb Replacement

From peg legs to bionic arms, you could either replace a colonists' missing limbs, augment them, or cruelly punish your enemies with peg legs out of spite. Bionic parts have a bonus to specific actions or movement. For example, a bionic leg will increase your colonist's moving speed by 20%. Having a second bionic leg will increase the speed further by 20%, so having both right and left bionic legs will increase the speed by 40%.