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| hp = 50
 
| hp = 50
 
| flammability = 1.0
 
| flammability = 1.0
| marketvalue  = 1200
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| marketvalue  = 500
 
| thingCategories = BodyPartsNatural
 
| thingCategories = BodyPartsNatural
 
}}
 
}}
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==Acquisition==
 
==Acquisition==
{{see also|Human resources#Organ harvesting{{!}}Human resources}}
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{{see also|Human resources}}
Heart items are harvested from live [[human]]s through [[surgery]]. The heart must be perfectly healthy in order to obtain the item; you won't retrieve a heart from a pawn with artery blockage, for example. This bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. Hearts can be directly harvested, but installing a [[prosthetic heart]] or [[bionic heart]] will also net an organic heart. Removing the heart, without replacing it, will kill the pawn.
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Heart items are harvested from live [[human]]s through [[surgery]]. The heart must be perfectly healthy in order to obtain the item; you won't retrieve a heart from a pawn with artery blockage, for example. This bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. Hearts can be directly harvested, but installing a [[prosthetic heart]] or [[bionic heart]] will also net an organic heart.
  
 
Removing a heart from a guest or prisoner will decrease faction [[goodwill]] by 160 points, to a cap of -100; -80 for the surgery, and -80 for murder. Replacing a healthy guest's heart with a prosthetic only incurs the former penalty. Other colony members can get potentially tremendous [[mood]] penalties, which all stack:
 
Removing a heart from a guest or prisoner will decrease faction [[goodwill]] by 160 points, to a cap of -100; -80 for the surgery, and -80 for murder. Replacing a healthy guest's heart with a prosthetic only incurs the former penalty. Other colony members can get potentially tremendous [[mood]] penalties, which all stack:
: {{--|5}} for "Someone's organ harvested" (any organ); {{--|6}} if colonist
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: -5 for "Someone's organ harvested" (any organ); -6 if colonist
: {{--|6}} for "Someone organ-murdered"
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: -6 for "Someone organ-murdered"
: {{--|5}} for "Witnessed ally's death" (on colonist)
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: -5 for "Witnessed ally's death" (on colonist)
: {{--|4}} for "Observed corpse"
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: -4 for "Observed corpse"
Pawns with the [[Bloodlust]] or [[Psychopath]] traits, or those with an [[Ideoligion]] with [[Ideoligion#Organ use|Organ Use: Acceptable]]{{IdeologyIcon}} are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use.
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Pawns with the Bloodlust and Psychopath [[trait]], or those with an [[Ideoligion]] with Organ Use: Acceptable{{IdeologyIcon}} are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use.
  
 
Hearts can also be acquired through [[trading]] with faction settlements or Exotic Goods traders.
 
Hearts can also be acquired through [[trading]] with faction settlements or Exotic Goods traders.
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Hearts can be damaged by disease, drugs, or combat. Organic hearts are vulnerable to [[artery blockage]]s and [[heart attack]]s.
 
Hearts can be damaged by disease, drugs, or combat. Organic hearts are vulnerable to [[artery blockage]]s and [[heart attack]]s.
  
=== Installation ===
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===Installation===
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 8.
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{{stub|section=1}}
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Installing the part requires {{ticks|2500}} of work, 2x medicine of herbal quality or better, and a [[Skills#Medical|Medical skill]] of 8.
  
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
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Removing the part requires {{ticks|2000}} of work, 1x medicine of herbal quality or better, and a [[Skills#Medical|Medical skill]] of 0.
  
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
  
== Analysis ==
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==Analysis==
 
Harvesting from a guest will inflict massive [[goodwill]] penalties, and harvesting from a colonist will bring even more [[mood]] penalties, so simply steal organs from a prisoner.
 
Harvesting from a guest will inflict massive [[goodwill]] penalties, and harvesting from a colonist will bring even more [[mood]] penalties, so simply steal organs from a prisoner.
  
The [[prosthetic heart]] is inferior to an organic heart in function, and the [[bionic heart]] is superior, but both are immune to artery blockages and heart attacks, and installing either will cure both. Installing a [[prosthetic heart]] on an otherwise healthy pawn gives you the more valuable organic heart. This inflicts no penalties on colonists/prisoners, but gives a -80 [[goodwill]] malus on guests from nonhostile factions.
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The [[prosthetic heart]] is inferior to an organic heart in function, and the [[bionic heart]] is superior, but both are immune to artery blockages and heart attacks, and installing one will cure both. Installing a [[prosthetic heart]] on an otherwise healthy pawn inflicts no penalties on colonists/prisoners, but gives a -80 [[goodwill]] malus on guests from nonhostile factions.
 
 
There are also concerns installing a heart. Unlike the bionic heart, and like the prosthetic heart, there is a 25% chance of instant death in the event of failed installation. This makes it significantly riskier to install. Additionally, it requires a medical skill of 8 to attempt compared to the prosthetic heart's 4 and the bionic's 5.
 
  
 
Total destruction of the heart is instantly fatal, while Consciousness is a very important stat. Thus, you should replace damaged hearts as soon as possible. Pawns using [[wake-up]] or of old age are particularly vulnerable to heart attacks, so installing an artificial heart early may be helpful.
 
Total destruction of the heart is instantly fatal, while Consciousness is a very important stat. Thus, you should replace damaged hearts as soon as possible. Pawns using [[wake-up]] or of old age are particularly vulnerable to heart attacks, so installing an artificial heart early may be helpful.
  
=== Trade ===
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===Trade===
Hearts are worth {{icon Small|silver||{{Q|Heart|Market Value Base}}}}, worth exactly the same as a [[liver]]. However, the heart can be replaced by a [[prosthetic heart]]; by installing the prosthetic, you can obtain both the heart and the liver, or obtain a heart and keep the pawn alive.
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Hearts are worth {{icon Small|silver||500}}, worth exactly the same as a [[liver]]. However, the heart can be replaced by a [[prosthetic heart]]; by installing the prosthetic, you can obtain both the heart and the liver, or obtain a heart and alive colonist.
  
A completely removed heart/liver will kill a pawn, and installing a prosthetic heart has a chance to kill. Therefore, it's best to harvest a [[kidney]] and a [[lung]] before taking the heart. This is worth {{icon Small|silver||{{Q|Lung|Market Value Base}}}} + {{icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{icon Small|silver||{{Q|Liver|Market Value Base}}}} = {{icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}}, before accounting for [[Trade Price Improvement|Market Price]] or the prosthetic heart. This comes at the usual mood penalties, unless you have a colony filled with [[Psychopath]]s or a favorable [[Ideoligion]]{{IdeologyIcon}}. A Royal Tribute Collector{{RoyaltyIcon}} will ignore lost organs for sold prisoners, as long as they can walk.
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A completely removed heart/liver will kill a colonist, and installing a prosthetic heart has a chance to kill. Therefore, it's best to harvest a [[kidney]] and a [[lung]] before taking the heart. This is worth {{icon Small|silver||{{Q|Lung|Market Value Base}}}} + {{icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{icon Small|silver||{{Q|Liver|Market Value Base}}}} ={{icon Small|silver||1150}}, before accounting for [[Trade Price Improvement|Market Price]] or the prosthetic heart. This comes at the usual mood penalties, unless you have a colony filled with [[Psychopath]]s or a favorable [[Ideoligion]]{{IdeologyIcon}}. A Royal Tribute Collector{{RoyaltyIcon}} will ignore lost organs for sold prisoners, as long as they can walk.
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Item form added, and now harvestable.
 
* [[Version/0.7.581|0.7.581]] - Item form added, and now harvestable.
* ? (Possibly 1.4) - Market value increased from {{Icon small|silver||500}} [[silver]] to {{Icon small|silver||1200}} [[silver]].
 
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Organ]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Organ]]

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