Human

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Revision as of 09:23, 8 November 2022 by EinKleiner (talk | contribs) (Rewrote first four sections, could probably use more work past that)
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Human

Human

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

Base Stats

Type
AnimalHuman
Market Value
1750 Silver
Flammability
70%

Pawn Stats

Move Speed
4.6 c/s
Health Scale
100% HP
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Hunger Rate
1.6 Nutrition/Day
Diet
omnivorous
Life Expectancy
80 years
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Wildness
0%
Minimum Handling Skill
7
Comfortable Temp Range
16 °C – 26 °C (60.8 °F – 78.8 °F)

Production

Meat Yield
140 Human meat Human meat
Leather Yield
75 Human leather human leather
Gestation Period
30 days
Offspring Per Birth
1-3 (1.072 avg)

Melee Combat

Attack 1
Left fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Right fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
8.2 dmg (Bite)
12 % AP
2 second cooldown
0.07 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.29

Humans are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.

Diet

Humans are omnivores, able to eat all foodstuffs with the exception of hay and foods deemed below the refined palates of conceited Content added by the Royalty DLCnobles. Food can generally be gathered by foraging wild berries, hunting wild animals for their meat, farming, and in desperate times or for those of specific tastes, through cannibalism, usually of dead raiders.

Combat

Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant artificial body parts.

Butchering

Like most creatures, humans can be butchered for their meat and leather. However, doing so will inflict negative thoughts on the butcherer and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the Cannibal or Bloodlust traits, as well as relevant Content added by the Ideology DLCprecepts.

Body Parts

Being biological creatures, humans have a lot of body parts that work together to make them tick.



Anatomy of the pawn.png

Body Part Groups

Each body part is part of a body part group. Armor and Clothing can go over one or more of these body part groups, but they can't go over individual body parts. See table, below.


  • 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

  • Special Notes:

    • Brain injuries are always permanent and will never heal on their own. Eye injuries have a much greater chance of being permanent than usual.
    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.

    Version history

    • Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown