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==Body Part Groups== | ==Body Part Groups== | ||
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− | + | Each individual body part (such as clavicle) is a subunit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group. | |
− | {{:Table of Human Body Part Groups}} | + | |
+ | {{:Table of Human Body Part Groups}} | ||
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==Body Parts (Summary)== | ==Body Parts (Summary)== | ||
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Being biological creatures, humans have a lot of body parts that work together to make them tick. | Being biological creatures, humans have a lot of body parts that work together to make them tick. | ||
− | *Brain injuries instantly scar and never heal.<ref name="instantScarring"> | + | *Brain injuries instantly scar and never heal.<ref name="instantScarring">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref> |
− | < | + | *Heart injuries instantly scar and never heal.<ref name="instantScarring"/> |
− | {{:Table of Human Body Parts}} | + | {{:Table of Human Body Parts}} |
+ | |||
<noinclude> | <noinclude> | ||
==Body Parts (Detailed)== | ==Body Parts (Detailed)== | ||
− | This | + | {{rewrite}} |
+ | 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). | ||
===Head=== | ===Head=== | ||
− | *Health: | + | *Health: 30 |
*Lethal if destroyed/removed. | *Lethal if destroyed/removed. | ||
− | Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, | + | Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live (rather you need the contents of the head, like the brain, to live). |
− | While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[ | + | While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever. |
====Skull==== | ====Skull==== | ||
− | *Health: | + | *Health: 30 |
− | Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. | + | *Lethal if shattered. |
+ | Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. Lethal if destroyed, since it holds the brain. | ||
=====Brain===== | =====Brain===== | ||
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*Right Eye | *Right Eye | ||
*Left Eye | *Left Eye | ||
− | Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with | + | Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with bionic eyes, though they are rather expensive. |
====Ears==== | ====Ears==== | ||
− | *Health: | + | *Health: 10 |
Includes : | Includes : | ||
*Right Ear | *Right Ear | ||
*Left Ear | *Left Ear | ||
− | Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement. Damaged or lost ears can be replaced with a [[bionic ear]] | + | Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement. Damaged or lost ears can be replaced with a [[bionic ear]] |
Loud noises like gunshots do not inflict pain or damage on the ears. | Loud noises like gunshots do not inflict pain or damage on the ears. | ||
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====Nose==== | ====Nose==== | ||
*Health: 10 | *Health: 10 | ||
− | Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become | + | Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become disfigured, which will cause -15 opinion from all other colonists. |
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====Jaw==== | ====Jaw==== | ||
− | + | *Health: 20 | |
+ | Required for [[#Eating|eating]], colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing. | ||
===Torso=== | ===Torso=== | ||
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*Core Part | *Core Part | ||
*Lethal if destroyed | *Lethal if destroyed | ||
− | The torso is the core part of a colonist. It is | + | The torso is the core part of a colonist. It is a container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else. |
====Neck==== | ====Neck==== | ||
− | *Health: | + | *Health: 30 |
*Lethal if destroyed/removed. | *Lethal if destroyed/removed. | ||
− | Technically part of the torso | + | Technically part of the torso, it connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]]. |
====Clavicle==== | ====Clavicle==== | ||
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*Right Clavicle | *Right Clavicle | ||
*Left Clavicle | *Left Clavicle | ||
− | The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. | + | The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality. |
====Spine==== | ====Spine==== | ||
− | *Health: | + | *Health: 35 |
− | Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. | + | Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. The only way to restore functionality is by administering [[Luciferium]] over time, or installing a [[Bionic spine]]. |
====Pelvis==== | ====Pelvis==== | ||
*Health: 25 | *Health: 25 | ||
− | The pelvis is critical for [[#Moving|moving]], and | + | The pelvis is critical for [[#Moving|moving]], and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. There is currently no way to repair or replace a shattered pelvis, and euthanizing the colonist is currently the only thing you can do. |
====Sternum==== | ====Sternum==== | ||
*Health: 25 | *Health: 25 | ||
− | Front part of the [[#Rib|rib cage]]. | + | Front part of the [[#Rib|rib cage]]. Like ribs, it currently only causes [[pain]] if destroyed. |
− | ==== | + | ====Rib==== |
− | *Health: | + | *Health: 15 |
− | + | Includes : | |
− | + | *Rib x 12 | |
+ | Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. Loss of a rib only results in [[pain]]. | ||
====Lung==== | ====Lung==== | ||
− | *Health: | + | *Health: 20 |
Includes : | Includes : | ||
*Right Lung | *Right Lung | ||
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*Lethal if both lungs lost. | *Lethal if both lungs lost. | ||
− | Colonists have two lungs | + | Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale. |
====Stomach==== | ====Stomach==== | ||
− | *Health: | + | *Health: 30 |
− | Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. | + | Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. Gut worms can infect the stomach and increase hunger and pain. |
====Heart==== | ====Heart==== | ||
− | *Health: | + | *Health: 20 |
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death. | The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death. | ||
− | + | Worth noting that, like the brain, the heart ''always'' scars,<ref name="instantScar" /> and never heals naturally. This is less severe than a brain scar, which could put [[colonist]]s and other characters into a permanent coma, but still a very serious injury. Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale. | |
====Kidney==== | ====Kidney==== | ||
− | *Health: | + | *Health: 20 |
Includes : | Includes : | ||
*Right Kidney | *Right Kidney | ||
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*Right Arm | *Right Arm | ||
*Left Arm | *Left Arm | ||
− | Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple | + | Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthetic will completely replace the arm, including hands and fingers. |
====Humerus==== | ====Humerus==== | ||
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*Right Humerus | *Right Humerus | ||
*Left Humerus | *Left Humerus | ||
− | Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus | + | Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do work. Definitely not funny. |
====Radius==== | ====Radius==== | ||
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*Right Hand | *Right Hand | ||
*Left Hand | *Left Hand | ||
− | Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[ | + | Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated [[Mechanoid|Scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat. |
=====Fingers===== | =====Fingers===== | ||
− | *Health: | + | *Health: 7 |
Includes : | Includes : | ||
*Right Thumb | *Right Thumb | ||
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Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice). | Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice). | ||
− | Losing a finger will cause the colonist to lose | + | Losing a finger will cause the colonist to lose 10% manipulation. |
===Leg=== | ===Leg=== | ||
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*Right Leg | *Right Leg | ||
*Left Leg | *Left Leg | ||
− | Every colonist has two legs. A lost or damaged leg can be replaced either with a simple | + | Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional. Any leg prosthetic will completely replace the entire leg, including the feet and toes. |
====Tibia==== | ====Tibia==== | ||
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====Foot==== | ====Foot==== | ||
− | *Health: | + | *Health: 20 |
Includes : | Includes : | ||
*Right Foot | *Right Foot | ||
*Left Foot | *Left Foot | ||
− | Humans have two feet, needed for [[moving]]. | + | Humans have two feet, needed for [[moving]]. There are also the container for the toes. |
=====Toes===== | =====Toes===== | ||
− | *Health: | + | *Health: 7 |
Includes : | Includes : | ||
*Right Little Toe | *Right Little Toe | ||
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*Left Second Toe | *Left Second Toe | ||
*Left Big Toe | *Left Big Toe | ||
− | + | Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonist's [[moving]] capacity by a small amount. | |
− | Losing a toe will cause a colonist to lose 4% of its moving capacity. | + | Losing a toe will cause a colonist to lose 4% of its moving capacity. Even on the Rimworlds, stubbing your toe is still as painful. |
</noinclude> | </noinclude> | ||
== Replacements == | == Replacements == | ||
− | As there are many ways to | + | |
+ | As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options varry in difficulty of crating/aquiring, but most importantly in how effective the replacement part will be. | ||
=== Part Efficiency === | === Part Efficiency === | ||
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− | Replacement parts come in rough tech levels, | + | A un-injured, naturally grown bodypart has a Efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%. |
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+ | Replacement parts come in rough tech levels, wich have a part efficiency range. Parts that were avalible on the previous techlevel tend to have higher part efficiency then those. | ||
=== Wooden Parts === | === Wooden Parts === | ||
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− | + | The low tech variant even availible for Tribals. It also has the smalest group of avalible repalacement parts, being only rarely an option. Part efficiency varries from 60-80%. | |
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− | + | A word of warning: Installting those still counds as a operation that can be bothced and requires anasthetics. | |
− | === | + | === Prostethics === |
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− | + | Prosthethics roughly equal replacement parts availible or very likely is the early 21st century. They only require {{icon|steel}} Steel and {{icon|components}} Components to build. They can be built on a Machining Table after, the Prosthetic research. | |
− | + | Part efficiency varries from 50-85%, depending on part. | |
− | === | + | === Harvested Parts === |
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− | + | As Rimworld has no concept of bodypart rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested bodyparts have 100% efficiency. For most organs, this is the earliest availible repalcement option. It only requires medicine as Anasthethic. | |
− | + | Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these bodyparts - they have to be intentionally harvested. Both the "donor" and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic. | |
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− | + | Traders may have bodyparts not normally avalible for harvesting (like limbs) and generally sidestep any mood effects for aquiring the bodypart. | |
− | === | + | === Bionics === |
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− | + | Bionics are the cybernetics as they are found in Science Fiction. Bionics reqiuire {{icon|plasteel}}Plasteel, {{icon|advanced_components}} Advanced Components and Bionics reaserach, as well as generally a Fabrication bench. | |
− | {{ | ||
− | + | They generally have 125% part efficiency, making them straight upgrades for most bodyparts. If there is no replacement parts between harvested and bionic parts, the organ can not be sensibly replaced (like a brain) or replacements offer no benefit. | |
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− | ==== | + | === Specialized Bionics === |
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− | + | These bonics tend to be more sidegradse then simple upgrades. They often improove one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (wich somewhat lessens the primary bonus), cancer and other side effects. | |
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− | + | Many of these are tied to the [[Royalty DLC]], but a few have been avalible in the base game for a long time. | |
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− | + | === List of Bodyparts === | |
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− | + | {{nav/body_parts}} | |
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− | == References == | + | ==References== |
{{Reflist}} | {{Reflist}} | ||
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