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.
Pawns have the following health systems.
|System Name|| Biological
| Fatal if all|
|Data Processing||-||AI Persona Core||No||Yes||Yes|
|Moving||Leg, Foot||Leg, Foot||Yes||Yes||No|
|Manipulation||Arm, Hand||Arm, Hand||Yes||Yes||No|
- Refers to whether or not the pawn will die if a system's capacity becomes 'None'
- Centipedes body rings are used for movement instead, since they don't have legs.
- Again, Centipedes body rings are used for work instead, since they don't have arms.
- Centipedes have no form of external communication. Scythers do have a neck though, and make some interesting sounds when incapacitated.
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 70%. An eye can be upgraded with a bionic eye.
Moving is a capacity that determines a pawn's movement speed. Nearly all pawns use legs to move about. A pawn's movement speed is reduced when a leg, foot, or toe is injured. A pawn may still move when feet or toes are missing, but becomes incapacitated when a leg is destroyed or missing. Movement is also reduced by ailments including dementia and frailty. Movement is reduced by certain clothing including jackets and parkas.
Manipulation is a pawn's capacity to handle a weapon or tool or to haul items. It is a factor of a pawn's shooting accuracy as well as nearly every work stat of a colonist. Manipulation is reduced by injured or missing arms, hands, or fingers. For quadrapeds, manipulation is reduced by injury to their spine. It 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.
- 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 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.
- 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.
- Main Article: Blood Filtration
Metabolism is a pawn's rate of food consumption. Increased metabolism will cause it to consume food more often. (In game however a higher metabolism percentage results in less sleep and food needed for the colonist)
Communication is a scyther's system that allows it to vocalize and communicate, although it has no actual impact on gameplay.
Data processing is carried out by a mechanoid's artificial brain and is the functional equivalent of a humanoid's brain function.
Consciousness is a creature's ability to remain active, and in the case of your colonists, controllable. Blood loss and starvation 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, anaesthesia is induced, which renders the person unconscious until the effect of the anaesthetic medication has worn off. This makes them incapable of moving, along with being incapable of leaving the bed.
- 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.
Pain follows a somewhat painful formula:
- This is 1.0 for humans.
- 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 × 1.0 crush pain = 50 extra pain
- 50 burn damage would do 50 damage × 1.5 burn pain = 75 extra pain
All creatures will contain a tab when selected called health. This tab will display the bodily systems the creature contains and its current effectiveness. For all of the various creatures within the game, the bodily systems may differ based on what that creature is and what it would need to live in real life (if it could exist, that is). Displayed here is also the current injuries, the effect this has, and the creature's bleeding rate. Do note that not all creatures, most notably the mechanoids, have a bleeding rate that can be displayed here. This tab can also display any currently designated medical operations and any that can be designated. Operations can only be applied to your colonists or their prisoners.
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.
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.
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.
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!).
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%.
Limbs can also be removed due to health reasons. If an arm/leg becomes infected it can be amputated to save the person. Or you can simply amputate a prisoner for practice with medicine.