Human

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Human

"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."


Type
HumanCharacters
Market Value
1750 Silver.png
Mass
70 kg
Move Speed
4.61
Attack 1
left hand
6 dmg (blunt)
110 ticks (1.83 secs)
Attack 2
right hand
6 dmg (blunt)
110 ticks (1.83 secs)
Average DPS
3.27
Meat Yield
90 [[Meat|]]
Carrying Capacity
75
Leather Yield
20
Diet
omnivorous
Life Expectancy
80
Maturity Age
18+


Humans are the standard colonists race, enemies (raiders) can be both the same specie or artificial.


Diet

Humans are omnivores. Food supply can be gathered by foraging wild berries, hunting animals for their meat, growing plantations and lastly through cannibalism which causes negative thoughts incurring mood penalties to most but some who favor it.

Combat

Humans can fight with their own fist or equip one type of weapon at a time, either melee or ranged.

Body Parts


Head

  • Health: 30
  • Lethal if destroyed/removed.

While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the M-16 can hit the brain and not kill the colonist. However, brain tissue always scars[1], and a sufficient scar may render a colonist unconscious forever.

Skull

  • Health: 30
  • Lethal if shattered.

Container of the brain. It's worth noting that an injury cannot hit the skull without hitting the brain as well. Lethal if lost, since it holds the brain (again, you need the brain to live, not technically the skull).

Brain
  • Health: 10
  • Lethal if destroyed/removed.

The most important organ of a colonist. It's required for consciousness, sight processing, hearing processing, moving, and working.

Eyes
  • Health: 10

Includes :

  • Right Eye
  • Left Eye

Eyes are required for seeing. They do not heal when injured, and always scar. Lost or damaged eyes can be surgically replaced with bionic eyes, though they are rather expensive.

Ears
  • Health: 10

Includes :

  • Right Ear
  • Left Ear

Ears are required for hearing things in the world. Losing both ears results in deafness. 0.6.532 There is currently no way to restore hearing to a deafened colonist.

Currently, loud noises like gunshots do not inflict pain or damage on the ears.

Nose
  • Health: 10

0.6.532 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.

Jaw
  • Health: 20

Required for eating, colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with a denture.

Torso

  • Health: 40
  • Core Part
  • Lethal if destroyed

The torso is the core part of a colonist. It is a container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.

Neck

  • Health: 30
  • Lethal if destroyed/removed.

Technically part of the torso, it connects the head to the torso. 0.6.532 Neck damage doesn't seem to make colonists bleed out very fast, unlike real life. Loss of the neck results in death, due to disconnecting the brain from the core part, the torso.

Clavicle

  • Health: 25

Includes :

  • Right Clavicle
  • Left Clavicle

The clavicles are the bones between the neck and shoulder (the human damage model does not include shoulders, however, so the clavicle connects the arm instead), and are required for the colonist to work. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.

Spine

  • Health: 35

Colonists need their spine for moving and working. Shattering the spine results in complete paralysis, presumably below the neck. 0.6.532 There is no way to restore functionality to a colonist whose spine is broken, forcing them to be bed-bound for the rest of their life.

Pelvis

  • Health: 25

The pelvis is critical for moving, and shattering it results in paralysis below the waist. Colonists are completely unable to walk from this sort of injury, and will be forced to be bed-bound for the rest of their life. 0.6.532 There is currently no way to repair or replace a shattered pelvis.

Sternum

  • Health: 25

Front part of the rib cage. 0.6.532 Like ribs, it currently only causes pain if destroyed.

Rib

  • Health: 15

Includes :

  • Rib x 12

Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. 0.6.532 As of currently, loss of a rib only results in pain.

Lung

  • Health: 20

Includes :

  • Right Lung
  • Left Lung
  • Lethal if both lungs lost.

Colonists have two lungs, a right lung and left lung. Currently, colonists can breathe and survive fine with just one lung, 0.6.532 though, their health bar will permanently be displayed as '50%', since they're half way to death with the loss of a single lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when destroyed, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Slave traders occasionally have organs for sale.

Stomach

  • Health: 30

Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to eat. 0.6.532 A colonist without a stomach can still eat, though very slowly.

Heart

  • Health: 20

The heart is needed for blood pumping in colonists. Complete destruction of the heart results in instant death.

Worth noting that, like the brain, the heart always scars[1], and never heals naturally. This is less severe than a brain scar, which could put colonists 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

  • Health: 20

Includes :

  • Right Kidney
  • Left Kidney
  • Lethal if both lost

Kidneys are required for blood filtration. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in drastically reduced disease resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.

Arm

  • Health: 30

Includes :

  • Right Arm
  • Left Arm

Arms are required for working, and are containers for the hands and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple prosthetic or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% more efficient than a natural limb.

Humerus

  • Health: 25

Includes :

  • Right Humerus
  • Left Humerus

Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do work. Definitely not funny.

Radius

  • Health: 20

Includes :

  • Right Radius
  • Left Radius

Forearm bones, similar to humerus in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.

Hand

  • Health: 20

Includes :

  • Right Hand
  • Left Hand

Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a power claw salvaged from an incapacitated Scyther. The claw is only 90% as effective as a natural hand, but provides increased damage in combat.

Fingers
  • Health: 7

Includes :

  • Right Thumb
  • Right Index Finger
  • Right Middle Finger
  • Right Ring Finger
  • Right Pinky
  • Left Thumb
  • Left Index Finger
  • Left Middle Finger
  • Left Ring Finger
  • Left Pinky

Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).

Leg

  • Health: 30

Includes :

  • Right Leg
  • Left Leg

Every colonist has two legs, but the destruction of either one removes the ability to walk at all. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 50% as effective whereas bionic versions are 20% more efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional.

Tibia

  • Health: 25

Includes :

  • Right Tibia
  • Left Tibia

Upper leg bone, required for walking. When shattered, results in a complete loss of function of the leg containing the bone.

Femur

  • Health: 25

Includes :

  • Right Femur
  • Left Femur

Lower leg bone, the same in terms of injury as the tibia, with a loss of walking ability on being shattered.

Foot

  • Health: 20

Includes :

  • Right Foot
  • Left Foot

Humans have two feet, needed for walking. There are also the container for the toes.

Toes
  • Health: 7

Includes :

  • Right Little Toe
  • Right Fourth Toe
  • Right Middle Toe
  • Right Second Toe
  • Right Big Toe
  • Left Little Toe
  • Left Fourth Toe
  • Left Middle Toe
  • Left Second Toe
  • Left Big Toe

Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' walking by a small amount.

  1. 1.0 1.1 Confirmed by json on the bugtracker.


Body Part Groups

Each bodypart is part of a bodypartgroup. Armor and Clothing can go over one or more of these bodypartgroups, but they can't go over individual bodyparts.


Body Part Group Name Contents
Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck
UpperHead head, skull, brain, ears
FullHead head, skull, brain, eyes, ears, nose, jaw
Shoulders shoulders
Arms arms, hands, humeri, radii
Hands hands, fingers.
LeftHand left hand, left hand fingers
RightHand right hand, right hand fingers
Legs legs, feet, femurs, tibiae
Feet feet, toes


Body Parts (Summary)

Being biological creatures, humans have a lot of body parts that work together to make them tick.

Special Notes:

  • Brain injuries, heart, and eye injuries are always permanent and will never heal.
Body Part Name Health Quantity Value Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
Head 30 1 72.0% Head Houses skull, eyes, ears, nose, jaw Death
Skull 30 1   12.0% Inside Head Houses brain Death
Brain 10 1   80.0% Inside Skull Consciousness, sight, hearing, moving, manipulation Death
Eye 10 2   5.0% Part of Head Sight Loss of sight/Blindness
Ear 10 2   5.0% Part of Head Hearing Loss of hearing/Deafness
Nose 10 1   8.0% Part of Head    
Jaw 20 1   15.0% Part of Head Eating, talking Unable to eat[2], Unable to talk
Neck 30 1   8.0% Part of Torso Breathing, eating, talking Death
Torso 40 1    ? Core Part[3] Living in general Death
Waist 100[4] 1   0% Inside Torso None [5] N/A
Spine 20 1   2.0% Inside Torso Moving, manipulation Paralysis (Cannot move, cannot work)
Rib 15 12   0.1% Inside Torso    
Sternum 25 1   0.5% Inside Torso    
Heart 20 1 $500 1.5% Inside Torso Blood pumping Death
Lung 20 2 $400 3.0% Inside Torso Breathing Death (if both lost)
Stomach 25 1[6]   5.0% Inside Torso Eating Death[7]
Liver 20 1 $500 1.5% Inside Torso Metabolism Death
Kidney 20 2 $250 3.0% Inside Torso Blood filtration Death (if both lost)
Shoulder 30 2   10.0% Torso Manipulation Loss of manipulation ability/Unable to work (if both lost)
Arm 30 2   95.0% Shoulder Manipulation Loss of manipulation ability/Unable to work (if both lost)
Clavicle 25 2   0.5% Inside Torso Manipulation Loss of manipulation ability/Unable to work (if both lost)
Humerus 25 2   10.0% Inside Arm Manipulation Loss of manipulation ability/Unable to work (if both lost)
Radius 20 2   10.0% Inside Arm Manipulation Loss of manipulation ability/Unable to work (if both lost)
Hand 20 2   20.0% Arm Manipulation Loss of manipulation ability/Unable to work (if both lost)
Fingers 9 10   5.0% Hand Manipulation Loss of manipulation ability (minor)
Pelvis 25 1   0.5% Inside Torso Moving Incapacitation (Cannot move)
Leg 30 2   10.0% Torso Moving Loss of moving ability/Unable to move (if both lost)
Tibia 25 2   10.0% Inside Leg Moving Loss of moving ability/Unable to move (if both lost)
Femur 25 2   10.0% Inside Leg Moving Loss of moving ability/Unable to move (if both lost)
Foot 20 2   20.0% Leg Moving Loss of moving ability/Unable to move (if both lost)
Toes 9 10   5.0% Foot Moving Loss of moving ability (minor)
  1. Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.
  2. A colonist with a missing jaw can still eat (albeit very slowly). A jaw can be replaced by installing a denture. A denture requires no materials other than medicine.
  3. This is the part that everything else connects to to be considered 'connected'.
  4. This part is indestructible.
  5. This part serves no function except as a place to wear belts on.
  6. This includes cows.
  7. This is a permanent affliction. Attempting to amputate or remove a gutworm infected stomach yields nothing but salty tears.