Health

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Health Body Parts Injury Disease Ailments


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


Pawns 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 - Mechanical Brain No Yes Yes
Sight Eye Sight 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.

Sight

Sight is a capacity that contributes to stats including shooting accuracy, melee hit chance, and for colonists, nearly every work stat. Humans and animals have eyes, while scythers and centipedes have functionally equivalent sight sensors. Losing an eye or sensor reduces sight by 50%. Humans aged 60 or older may develop cataracts which drastically reduces sight by 50%. An eye can be upgraded with a bionic eye.

Hearing

Hearing is a capacity that contributes to trade price improvement. Hearing is reduced by damaged, missing ears, dementia or aging (Birthday).

Moving

Moving is a pawn's capacity to use their legs to move about. It's a major factor in a pawn's overall movement speed. Moving is reduced when a leg, femur, tibia, foot, toe or their spine is injured. A pawn may still move when feet or toes are missing, but becomes incapacitated when a leg is destroyed or missing.

Consciousness, breathing and blood pumping each apply a 1 for 1 multiplier on moving, so anything that affects any of these stats will also increase or reduce moving by the same amount. Moving is also directly reduced by certain ailments including bad back and frailty.

Any time a pawn's moving is reduced to below 20% through any combination of factors, they become incapacitated and can no longer do anything. They can be rescued or captured at this point. Note that an injured pawn may eventually be able to recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.

Manipulation

Manipulation is a pawn's capacity to perform any task with their hands. It is an important factor in almost every task a colonist can perform.

Anatomically, bipeds use their left and right arms for manipulation, and each side contributes its efficiency level to 50% of the manipulation stat. Total loss of a shoulder, arm, radius, humerus or hand will render that side totally useless and reduce the pawn's manipulation by 50%. Loss of a finger will result in about an 8% manipulation penalty per finger. For quadrupeds, manipulation is reduced by injury to their jaw instead. For both, injury to the spine will also reduce manipulation.

Consciousness applies a 1 for 1 multiplier on manipulation, so anything that affects consciousness (pain, brain damage, diseases, drugs, joywires, etc) will also increase or reduce manipulation by the same amount. Manipulation is also reduced by ailments including bad back and frailty. Manipulation is modified by prosthetics including power claws, scyther blades, prosthetic arms, and bionic arms.

Talking

Main Article: Talking

Talking is a factor of all social stats including Diplomatic Gift Impact, Recruit Prisoner Chance, Social Chat Impact, and Trade Price Improvement. Talking capacity is reduced by a damaged or missing jaw. Dementia also impairs talking.

Eating

Eating is the capacity of biological pawns to consume food and is a major factor of Eating Speed. It is reduced by a damaged jaw and stomach. Even when missing a jaw or a stomach a pawn can still eat, though at a reduced rate. A damaged or missing jaw can be replaced with a denture.

Breathing

Main Article: Breathing

Breathing is impaired by damaged lungs. A character missing a lung has breathing reduced by 50% but can still survive. Without lungs, all breathing ceases and the organism will die. Lungs can be harvested and transplanted from other humans.

Breathing bears a small weight in the movement stat, hence why Asthmatics will be slightly slower than healthy colonists.


Blood Filtration

Main Article: Blood Filtration

Blood Filtration is a function of a human's body provided by the kidneys. It is a major factor of Immunity Gain Speed and is therefore critical to keeping sick people alive.


Blood Pumping

Blood Pumping is an essential function provided by the heart. It directly influences the moving stat. A pawn whose blood pumping reaches 0% will die instantly.

Metabolism

Metabolism is a pawn's ability to digest food and convert it to energy efficiently. The better a pawn's metabolism value, the less food and rest they will need. A pawn whose metabolism reaches 0% will die instantly.

Communication

Communication is a scyther's system that allows it to vocalize and communicate, although it has no actual impact on gameplay.

Data Processing

Data processing is carried out by a mechanoid's artificial brain and is the functional equivalent of a humanoid's brain function.

Consciousness

Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss, starvation and pain can have a serious effect on a creature's consciousness if they reach higher levels. Pawns below 30% consciousness will not wake up. When a medical operation is performed, anesthesia is induced, which renders the person unconscious until the effect of the anesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.

Pain

Main Article: Pain

Most biological creatures in Rimworld feel pain caused by injuries. Extreme pain causes colonists, raiders, and animals alike to go into shock. Pain causes unhappy thoughts. Once pain passes 10%, it'll start to have an effect on consciousness.

Most pain is temporary, but scars and certain diseases can cause long-term or permanent pain. A Painstopper implant will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood bonus from pain instead of a penalty, so it's usually better to leave them alone.

Formula

Pain follows a somewhat painful formula:

Pain = Number of Injuries ÷ [80.0 × Max Pain Level Multiplier[1] × Health Scale[2] + Extra Pain ÷ (80.0 × Max Pain Level Multiplier)]

  1. This is 1.0 for humans.
  2. This is also 1.0 for humans


Extra pain is determined by individual injuries:

Extra Pain = Injury Damage × Injury Pain Value


  • 50 crush damage would do 50 damage × 1.25 crush pain = 62.5 extra pain
  • 50 burn damage would do 50 damage × 1.875 burn pain = 93.75 extra pain

Health Tab

All creatures have a health tab, located above the pawn's inspect pane.

Overview tab
The first section lists the creature's type, gender and age. Hovering over this section will display the creature's exact age and date born.
The creature's bodily systems are listed here with their current effectiveness. Not all systems are found among all types of creatures (i.e. animals don't have Talking).
Operations tab
The Operations tab is only available for colonists, colony animals, and prisoners. Bills can be added here to request surgical operations.
Injuries
Listed here are the creature's health conditions and injuries. Implants, bionic parts, and prosthetics are also listed here. Hovering over an entry provides detailed information.
A red blood droplet indicates a bleeding injury. The size of the droplet indicates severity of the bleeding. Overall bleeding rate is listed at the bottom.
An open circle indicates a condition that needs tending, usually requiring periodic treatments before fully cured. A solid circle indicates the condition has been tended to.
A bandage icon indicates a treated injury. A white bandage indicates high quality treatment. Darker shades indicate lower quality treatment, more likely to result in scarring or infection. See Doctoring

Cold and Heat Injuries

Hypothermia: Causes a negative thought, and pawns will eventually lose consciousness.
Frostbite: Can cause limbs and fingers/toes to fall off.
Heatstroke: Causes a negative thought, and can affect consciousness and even set a pawn on fire.
Burns: Causes low-medium pain and creates a risk of infection.

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. Operation success chance depends highly on the doctor's skill level. Keep in mind that keeping the room as clean as possible (also optionally with the use of sterile tiles) will help preventing possible infection. As of Alpha 16, there are three categories of surgery failure – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.

Transplants

For missing internal organs, either a donor organ can be used or an artificial part. Some diseases can be cured through a transplant. Heart Disease can be cured with a heart transplant and asthma can be cured with lung transplants. Be wary that your colonists will suffer mood penalties when you harvest an organ unnecessarily (in particular the 'victim', this pentalty is -30 mood!).

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%.

Implants

You can install implants onto a natural part to improve its functions.
Implants are not mutually exclusive so you can have more than 1 per part.

Currently, there are only 2 implants in-game, the Joywire and the Painstopper.

Amputations

Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person.