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{{TOCright}}
 
{{TOCright}}
 
{{see also|Injury}}
 
  
 
[[Characters]], like [[colonist]]s, [[raider]]s, etc., can become [[Injury|injured]] (via the environment or fighting).  
 
[[Characters]], like [[colonist]]s, [[raider]]s, etc., can become [[Injury|injured]] (via the environment or fighting).  
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Under the health tab there are two sub-tabs, one for a health "Overview" which includes medical treatment preference and food restriction (1.0 onwards), and a second tab for scheduling any "Operations" that a colonist requires.
 
Under the health tab there are two sub-tabs, one for a health "Overview" which includes medical treatment preference and food restriction (1.0 onwards), and a second tab for scheduling any "Operations" that a colonist requires.
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{{see also|Injury}}
  
 
==Health Systems==
 
==Health Systems==
{{main|Characters|Table of Human Body Parts}}
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{{main|Characters|Table of Human Body Parts}}<br/>
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Pawns have the following health systems.  
 
Pawns have the following health systems.  
  
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=====Transplants=====
 
=====Transplants=====
For missing [[Table of Human Body Parts|internal organs]], either a donor organ or an [[Artificial body parts#Body - Organs|artificial equivalent]] can be used. Some diseases can be cured through a transplant. [[Artery blockage]]s can be cured with a heart transplant and [[Ailments#Asthma|asthma]] can be cured with lung transplants. Be wary that your colonists may suffer [[Mood#Someone organ-harvested|mood penalties]] when you harvest an organ, with the "donor" will suffer a -30 mood penalty for over a week. See [[Human Resources]] for details and mitigation strategies.
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For missing [[Table_of_Human_Body_Parts|internal organs]], either a donor organ or an [[Artificial body parts#Body - Organs|artificial equivalent]] can be used. Some diseases can be cured through a transplant. [[Ailments#Artery_blockage|Heart disease]] can be cured with a heart transplant and [[Ailments#Asthma|asthma]] can be cured with lung transplants. Be wary that your colonists will suffer [[Mood#Someone_organ-harvested|mood penalties]] when you harvest an organ (in particular, the "donor" will suffer a -30 mood penalty for over a week).
  
 
=====Limb Replacement=====
 
=====Limb Replacement=====
 
From [[peg leg]]s to [[bionic arm]]s, you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|enemies]] with peg legs out of spite.  
 
From [[peg leg]]s to [[bionic arm]]s, you could either replace a colonists' missing limbs, augment them, or cruelly punish your [[Raider|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 [[Move Speed|moving speed]] by 12.5%. Having a second bionic leg will increase the speed further by 12.5%, so having both right and left bionic legs will increase the speed by 25%.
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Bionic parts have a bonus to specific actions or movement. For example, a [[bionic leg]] will increase your colonist's [[Move Speed|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=====
 
=====Implants=====
You can install implants onto a natural part to improve its functions.  
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You can install implants onto a natural part to improve its functions. <br>
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Implants are not mutually exclusive so you can have more than 1 per part.
  
Implants are not mutually exclusive so you can have more than 1 per part.
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Currently, there are only 2 implants in-game, the [[Joywire]] and the [[Painstopper]].
  
 
=====Amputations=====
 
=====Amputations=====

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