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− | + | {{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously apply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even artifical body parts, such as prosthetic limbs and [[bionics]]. Every body part serves its respective living thing with at least one useful function. | |
− | {{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously | ||
Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with. | Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with. | ||
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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"/> | ||
<div><ul><li style="display: inline-table;"> | <div><ul><li style="display: inline-table;"> | ||
{{:Table of Human Body Parts}}</li></ul></div> | {{:Table of Human Body Parts}}</li></ul></div> | ||
<noinclude> | <noinclude> | ||
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==Body Parts (Detailed)== | ==Body Parts (Detailed)== | ||
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. | This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. | ||
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Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain. | Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain. | ||
− | 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==== | ||
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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 [[disfigured]], which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC or | + | 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. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC. |
+ | |||
+ | ====Jaw==== | ||
+ | *Health: 10 | ||
+ | Required for [[#Talking|Talking]] and important for [[#Eating|Eating]]. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a [[bionic tongue]]. A destroyed or lost tongue causes a pawn to be considered [[disfigured]]. | ||
====Tongue==== | ====Tongue==== | ||
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− | + | A destroyed or lost jaw causes a pawn to be considered [[disfigured]]. | |
− | A destroyed or lost jaw causes a pawn to be considered [[disfigured]] | ||
===Torso=== | ===Torso=== | ||
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====Pelvis==== | ====Pelvis==== | ||
*Health: 25 | *Health: 25 | ||
− | The pelvis is critical for [[#Moving|moving]], and damage will result in the pawn becoming incapable of walking. The pelvis cannot be destroyed by damage | + | The pelvis is critical for [[#Moving|moving]], and damage will result in the pawn becoming incapable of walking. The pelvis cannot be destroyed by damage but will cause pain until healed. |
====Sternum==== | ====Sternum==== | ||
*Health: 25 | *Health: 25 | ||
− | Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage | + | Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage but will cause pain until healed. |
====Ribcage==== | ====Ribcage==== | ||
*Health: 30 | *Health: 30 | ||
− | The ribcage cannot be destroyed by damage | + | The ribcage cannot be destroyed by damage but will cause pain until healed. |
====Lung==== | ====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==== | ||
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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="instantScarring">Confirmed by json on the bugtracker.</ref> 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==== | ||
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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 prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are | + | Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis 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 prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes. |
====Tibia==== | ====Tibia==== | ||
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== 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 vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be. |
=== Part Efficiency === | === Part Efficiency === | ||
− | A un-injured, naturally grown body part has | + | A un-injured, naturally grown body part has a efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% to above 100%. |
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available. | Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available. | ||
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The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%. | The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%. | ||
− | A word of warning: installing these counts as | + | A word of warning: installing these counts as a operation (that can be botched) and requires anesthetics. |
=== Prostheses === | === Prostheses === | ||
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=== List of body parts === | === List of body parts === | ||
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
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== References == | == References == |