Difference between revisions of "Heart"

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{{see also|Human resources}}
 
{{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 retrive 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.
 
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 retrive 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 surgery, and -80 for the harvest. 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 surgery, and -80 for the harvest. 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:
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: -5 for "Witnessed ally's death" (if fatal and on colonst / guest)
 
: -5 for "Witnessed ally's death" (if fatal and on colonst / guest)
 
: -4 for "Observed corpse"
 
: -4 for "Observed corpse"
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.
+
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.

Revision as of 03:53, 17 October 2022

Heart

Heart

A biological human heart. Pumps blood around the body.

Base Stats

Type
Medical ItemsBody Parts
Market Value
500 Silver
Mass
1 kg
HP
50
Flammability
100%
Technical
thingCategories
BodyPartsNatural


The heart is an organ that pumps blood through the circulatory system. Destruction of the heart is instantly fatal.

Pawns can suffer from an artery blockage, which reduces pumping efficiency of blood, or from heart attacks, which can be fatal if not treated.

Acquisition

Heart items are harvested from live humans through surgery. The heart must be perfectly healthy in order to obtain the item; you won't retrive a heart from a pawn with artery blockage, for example. This bill requires 1 of any type of medicine to perform. Success chance is dependent on a number of factors, including bed quality, 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 surgery, and -80 for the harvest. 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 for "Someone organ-murdered" (if fatal)
-6 for "Colonist organ-harvested" (if on colonist)
-5 for "Witnessed ally's death" (if fatal and on colonst / guest)
-4 for "Observed corpse"

Pawns with the Bloodlust and Psychopath trait, or those with an Ideoligion with Organ Use: AcceptableContent added by the Ideology DLC 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.

Summary

The heart is a vital organ for humans. It accounts for up to 100% of a person's Blood Pumping. Blood Pumping has a 0.2x effect on Consciousness, so losing 50% Blood Pumping means -10% Conciousness, which itself affects a variety of important stats. Blood Pumping has a direct impact (0.2x) on Moving, and the loss of Conciousness further slows the pawn down (losing 50% Blood Pumping = -20% Moving). Finally, loss of Blood Pumping increases the Rest Rate Multiplier, making a pawn sleep for longer periods.

Hearts can be damaged by disease, drugs, or combat. Organic hearts are vulnerable to artery blockages and heart attacks.

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 8.

Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum success chance of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.

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. If you want a colonist dead, it's best to imprison them first.

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.

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 artifical heart early may be helpful.

Trade

Hearts are worth 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 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 Silver 1,000 + Silver 900 + Silver 1,200 =Silver 1150, before accounting for Market Price or the prosthetic heart. This comes at the usual mood penalties, unless you have a colony filled with Psychopaths or a favorable IdeoligionContent added by the Ideology DLC. A Royal Tribute CollectorContent added by the Royalty DLC will ignore lost organs for sold prisoners, as long as they can walk.

Version history

  • 0.7.581 - Item form added, and now harvestable.