Difference between revisions of "Human"

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{{infobox main|animal|
+
{{Image wanted|reason = Updated anatomy with new positions}}
|name = Human
+
{{Infobox main|animal
|image = Thrasher1557.png|Human
+
| name = Human
|description = "A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."
+
| image = Colonist.png
|type = Animals
+
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
|type2 = Human{{!}}Human
+
| type = Animal
|bodysize = 1
+
| type2 = Human
|healthscale = 1
+
| flammability = 0.7
|attack1cool = 120
+
| movespeed = 4.6
|attack1dmg = 8.2
+
| baseleatheramount = 75
|attack1part = left hand
+
| min comfortable temperature = 16
|attack1type = blunt
+
| max comfortable temperature = 26
|attack1stun = 14
+
| marketvalue = 1750
|attack2cool = 120
+
| bodysize = 1
|attack2dmg = 8.2
+
| healthscale = 1
|attack2part = right hand
+
| hungerrate = 1
|attack2type = blunt
+
| diet = omnivorous (human)
|attack2stun = 14
+
| leathername = human leather
|attack3cool = 120
+
| wildness = 0
|attack3dmg = 8.2
+
| manhuntertame = 0.1
|attack3part = teeth
+
| manhunter = 0.5
|attack3type = bite
+
| gestation = 18
|attack4cool = 120
+
| offspring = 1-3
|attack4dmg = 5
+
| avg offspring = 1.072
|attack4part = head
+
| lifespan = 80
|attack4type = blunt
+
| packanimal = true
|diet = omnivorous
+
<!--|maturityage = 18-->
|leathername = human leather
+
| attack1dmg = 8.2
|leatheryield = 50
+
| attack1type = Blunt
|gestation = 45
+
| attack1cool = 2
|lifespan = 80
+
| attack1part = left fist
|marketvalue = 1750
+
| attack1stun = 14
|maturityage = 18
+
| attack2dmg = 8.2
|meatname = human meat
+
| attack2type = Blunt
|movespeed = 4.6
+
| attack2cool = 2
|mass base = 70
+
| attack2part = right fist
|min comfortable temperature = 16
+
| attack2stun = 14
|max comfortable temperature = 26
+
| attack3dmg = 8.2
|manhunter = 02
+
| attack3type = Bite
|manhuntertame = 0.02
+
| attack3cool = 2
|offspring = 4
+
| attack3part = teeth
|hungerrate = 1
+
| attack3chancefactor = 0.07
|wildness = 0.75
+
| attack4dmg = 5
 +
| attack4type = Blunt
 +
| attack4cool = 2
 +
| attack4part = head
 +
| attack4chancefactor = 0.2
 
}}
 
}}
{{TOCright}}
+
'''Humans''' are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.
Humans are the standard [[Colonist]] race, enemies ([[raider]]s) can be both the same species or artificial.  
 
  
 
== Diet ==
 
== Diet ==
Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]].
+
Humans are omnivores, able to eat all foodstuffs with the exception of [[hay]]. Food can generally be gathered by foraging [[plants|wild berries]], hunting wild [[animals]] for their [[meat]], [[growing zone|farming]], and in desperate times or for those of [[Cannibal|specific tastes]], through cannibalism, usually of dead [[raiders]].
  
 
== Combat ==
 
== Combat ==
Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged.  
+
Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant [[artificial body parts]].
  
== Body Parts ==
+
== Butchering ==
[[File:Anatomy of the pawn.png]]
+
{{Main|Human Resources}}
{{rewrite}}
+
Like most creatures, humans can be butchered for their [[human meat|meat]] and [[human leather|leather]]. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the [[Cannibal (Trait)|Cannibal]] or [[Bloodlust]] traits, as well as relevant [[precepts]]{{IdeologyIcon}}.
  
=== Head ===
+
== Xenotypes ==
*Effects:
+
{{Biotech|section=1}} {{main|Xenotypes}}
**Houses other organs
+
[[Gene]] editing has created many different subspecies of humans, called [[xenotypes]]. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.
*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 [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]], and sufficient damage may render a colonist unconscious forever, unless cured with the panacea that is the [[Healer mech serum]].  
+
=== Baseliners by faction ===
 +
The table below describes the chance for a given pawn from each [[faction]] being a baseliner. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.
 +
{{Xenotype Faction Table|baseliner}}
  
==== Skull ====
+
== Body Parts ==
*Effects:
+
Being biological creatures, humans have a lot of body parts that work together to make them tick.
**Houses Brain
+
<br><br><br><br>
*Health: 30
+
[[File:Anatomy of the pawn.png]]
*Lethal if shattered.
 
Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull).
 
  
===== Brain =====
+
; Body Part Groups
*Effects:
+
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts. See table, below.
**Consciousness
 
**Sight
 
**Hearing
 
**Moving
 
**Manipulation
 
*Health: 10
 
*Lethal if destroyed/removed.
 
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]]. It has a high chance to scar, rendering a human unconscious.  
 
  
===== Eyes =====
+
{{:Table of Human Body Part Groups}}
*Effects:
 
**Sight
 
*Health: 10
 
Includes :
 
*Right Eye
 
*Left Eye
 
Eyes are required for [[#Sight|seeing]]. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with [[bionic eye|bionic]] or [[archotech eye]], though they are rather expensive, but better than the original.
 
  
===== Ears =====
+
Special Notes:
*Effects:
+
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
**Hearing
+
{{:Table of Human Body Parts}}
*Health: 10
 
Includes :
 
*Right Ear
 
*Left Ear
 
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a [[cochlear implant]] or the [[bionic ear]]. Some ear function is required for trading and wardening. Lowered hearing impacts trade prices. However, colonists who cannot hear can still interact socially with other colonists.
 
  
Currently, loud noises like gunshots do not inflict pain or damage on the ears.
+
== Gallery ==
 +
=== Bodies ===
 +
<gallery>
 +
Naked Female south.png|Female
 +
Naked Male south.png|Male
 +
Naked Thin south.png|Thin
 +
Naked Fat south.png|Fat
 +
Naked Hulk south.png|Hulk
 +
</gallery>
  
===== Nose =====
+
=== Heads ===
*Effects:
+
==== Female ====
**None
+
<gallery>
*Health: 10
+
Female Average Normal south.png|Normal average
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists. It is only replaceable with the [[Aesthetic nose]] added by the [[Royalty DLC]]. If you do not own the DLC, your pawn will just have to go around looking like Voldemort.  
+
Female Narrow Normal south.png|Normal narrow
 +
Female Average Pointy south.png|Pointy average
 +
Female Narrow Pointy south.png|Pointy narrow
 +
Female Average Wide south.png|Wide average
 +
Female Narrow Wide south.png|Wide narrow
 +
Female HeavyJaw Normal south.png|Heavy jaw
 +
</gallery>
  
===== Jaw =====
+
==== Male ====
*Effects:
+
<gallery>
**Eating
+
Male Average Normal south.png|Normal average
**Talking
+
Male Narrow Normal south.png|Normal narrow
*Health: 20
+
Male Average Pointy south.png|Pointy average
Functions for [[#Eating|eating]] and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a [[denture]], which is less efficient.
+
Male Narrow Pointy south.png|Pointy narrow
 +
Male Average Wide south.png|Wide average
 +
Male Narrow Wide south.png|Wide narrow
 +
Male HeavyJaw Normal south.png|Heavy jaw
 +
</gallery>
  
=== Torso ===
+
=== Corpses ===
*Effects:
+
<gallery>
**Living in General
+
Dessicated thin south.png|Decaying thin
*Health: 40
+
Dessicated male south.png|Decaying male
*Core Part
+
None Average Skull south.png|Skull
*Lethal if destroyed
+
None Average Stump south.png|Stump
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.
+
None Gaunt Average south.png|Gaunt
 +
</gallery>
  
==== Neck ====
+
=== Hairs ===
*Effects:
+
Below are the 61 hairstyles (facing east). 50 from the base game and eleven from [[Royalty (DLC)]].
**Breathing
+
<gallery>
**Eating
+
Afro east.png|Afro
**Talking
+
Anne east.png|Anne {{RoyaltyIcon}}
*Health: 30
+
Artist east.png|Artist {{RoyaltyIcon}}
*Lethal if destroyed/removed.
+
Bob east.png|Bob
Technically part of the torso, it connects the head to the torso. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].
+
Bowlcut east.png|Bowlcut
 +
Braidbun east.png|Braidbun
 +
Bravo east.png|Bravo
 +
Burgundy east.png|Burgundy
 +
Cleopatra east.png|Cleopatra
 +
Curly east.png|Curly
 +
Cute east.png|Cute
 +
Decent east.png|Decent
 +
Elder east.png|Elder
 +
Elisabeth east.png|Elisabeth {{RoyaltyIcon}}
 +
Fancybun east.png|Fancybun
 +
Firestarter east.png|Firestarter
 +
Flowy east.png|Flowy
 +
Fringe east.png|Fringe
 +
Frozen east.png|Frozen
 +
Gaston east.png|Gaston
 +
Greasy swoop east.png|Greasy swoop
 +
Henry east.png|Henry {{RoyaltyIcon}}
 +
Jane east.png|Jane {{RoyaltyIcon}}
 +
Junkie east.png|Junkie
 +
Keeper east.png|Keeper
 +
Lackland east.png|Lackland
 +
Lisa east.png|Lisa {{RoyaltyIcon}}
 +
Locks east.png|Locks
 +
Long east.png|Long
 +
Mary east.png|Mary {{RoyaltyIcon}}
 +
Mess east.png|Mess
 +
Mohawk east.png|Mohawk
 +
Mop east.png|Mop
 +
Pigtails east.png|Pigtails
 +
Ponytails east.png|Ponytails
 +
Primal east.png|Primal
 +
Princess east.png|Princess
 +
Randy east.png|Randy
 +
Recruit east.png|Recruit
 +
Revolt east.png|Revolt
 +
Richard east.png|Richard {{RoyaltyIcon}}
 +
Rockstar east.png|Rockstar
 +
Rookie east.png|Rookie
 +
Savage east.png|Savage
 +
Scat east.png|Scat
 +
Scorpiontail east.png|Scorpiontail
 +
Scrapper east.png|Scrapper
 +
Senorita east.png|Senorita
 +
Shave top braid east.png|Shave top braid
 +
Shaved east.png|Shaved
 +
Snazzy east.png|Snazzy
 +
Spikes east.png|Spikes
 +
Stephen east.png|Stephen {{RoyaltyIcon}}
 +
Sticky east.png|Sticky
 +
Topdog east.png|Topdog
 +
Troubadour east.png|Troubadour
 +
Tuft east.png|Tuft
 +
Victoria east.png|Victoria {{RoyaltyIcon}}
 +
Warden east.png|Warden
 +
Wavy east.png|Wavy
 +
William east.png|William {{RoyaltyIcon}}
 +
</gallery>
  
==== Clavicle ====
+
=== Beards ===
*Effects:
+
Below are the 30 types of beards (facing south). 
**Moving
+
<gallery>
*Health: 25
+
Beard anchor south.png|Anchor
Includes :
+
Beard balin south.png|Balin
*Right Clavicle
+
Beard bifur south.png|Bifur
*Left Clavicle
+
Beard boxed south.png|Boxed
The clavicles are the bones between the [[#Neck|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 [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
+
Beard circle south.png|Circle
 +
Beard curly south.png|Curly
 +
Beard curtain south.png|Curtain
 +
Beard dori south.png|Dori
 +
Beard ducktail south.png|Ducktail
 +
Beard dwalin south.png|Dwalin
 +
Beard fork south.png|Fork
 +
Beard french south.png|French
 +
Beard full south.png|Full
 +
Beard goatee south.png|Goatee
 +
Beard imperial south.png|Imperial
 +
Beard khal south.png|Kahl
 +
Beard lincoln south.png|Lincoln
 +
Beard long dutch south.png|Long dutch
 +
Beard machete south.png|Machete
 +
Beard moustache south.png|Moustache
 +
Beard mutton chops south.png|Mutton chops
 +
Beard nori south.png|Nori
 +
Beard old dutch south.png|Old dutch
 +
Beard seer south.png|Seer
 +
Beard side whiskers south.png|Side whiskers
 +
Beard soul patch south.png|Soul patch
 +
Beard stubble south.png|Stubble
 +
Beard urist south.png|Urist
 +
Beard van dyke south.png|Van Dyke
 +
Beard wizard south.png|Wizard
 +
</gallery>
  
==== Spine ====
+
=== Tattoos ===
*Effects:
+
{{Ideology|section=true}}
**Manipulation
 
**Moving
 
*Health: 35
 
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. Functionality can be restored by installing a [[bionic spine]], which gives 100% effectiveness.
 
 
 
==== Pelvis ====
 
*Effects:
 
**Moving
 
*Health: 25
 
The pelvis is critical for [[#Moving|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. There is currently no way to repair or replace a shattered pelvis, except with the [[Healer mech serum]].
 
 
 
==== Sternum ====
 
*Health: 25
 
Front part of the [[#Rib|rib cage]].
 
 
 
==== Ribcage ====
 
*Health: 30
 
Damage to ribcage is relatively harmless and only causes pain.
 
Loss of ribcage pending tests
 
 
 
==== Lung ====
 
*Effects:
 
**Breathing
 
**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 [[#Breathing|breathe]] and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate [[trader]]s occasionally have organs for sale.
 
 
 
==== Stomach ====
 
*Effects:
 
**Eating
 
**Metabolism
 
*Health: 25
 
The stomach is a digestive organ and metabolism source. Hard metabolism and eating penalties upon loss.
 
 
 
==== Heart ====
 
*Effects:
 
**Blood Pumping
 
*Health: 20
 
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
 
 
 
Hearts can be harvested and transplanted. They can be replaced with a [[Prosthetic heart]] or [[Bionic heart]]. The heart can be harvested without killing the donor by installing a cheap [[Prosthetic heart]], so that the liver can also be harvested. Slave traders occasionally have these organs for sale.
 
 
 
==== Kidney ====
 
*Effects:
 
**Blood Filtration
 
**Health: 20
 
Includes :
 
*Right Kidney
 
*Left Kidney
 
*Lethal if both lost
 
Kidneys are required for [[#Blood Filtration|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 ===
 
*Effects:
 
**Manipulation
 
*Health: 30
 
Includes :
 
*Right Arm
 
*Left Arm
 
Arms are required for [[#Working|working]], and are containers for the [[#Hand|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 arm]], a more expensive [[bionic arm]], or even an uncraftable [[Archotech arm]]. Simple versions are only 50% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. Lack of both arms renders humans unable to work.
 
 
 
==== Humerus ====
 
*Effects:
 
**Manipulation
 
*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 [[#Working|work]]. Definitely not funny.
 
 
 
==== Radius ====
 
*Effects:
 
**Manipulation
 
*Health: 20
 
Includes :
 
*Right Radius
 
*Left Radius
 
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the affected arm if shattered.
 
 
 
==== Hand ====
 
*Effects:
 
**Manipulation
 
*Health: 20
 
Includes :
 
*Right Hand
 
*Left Hand
 
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[power claw]] or a [[field hand]] bought from traders or crafted after researching [[Research#Specialized limbs|Specialized limbs]]. Both provide 100% bodypart efficency but 8% [[moving|movement]] penalty. [[Field hand]] increases [[Plant Work Speed|Plant work speed]] by 160% and [[power claw]] is a lethal melee weapon. Alternatively, the arm can be replaced with a prosthetic or bionic replacement. It is still possible to [[:File:No hands stripping.png|strip without hands]].
 
 
 
===== Fingers =====
 
*Effects:
 
**Manipulation
 
*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 [[manipulation]].
 
 
 
=== Leg ===
 
*Effects:
 
**Moving
 
*Health: 30
 
Includes :
 
*Right Leg
 
*Left Leg
 
Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a [[peg leg]], [[simple prosthetic leg]], a more expensive [[bionic leg]], or even the uncraftable [[Archotech leg]]. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb.
 
 
 
==== Tibia ====
 
*Effects:
 
**Moving
 
*Health: 25
 
Includes :
 
*Right Tibia
 
*Left Tibia
 
Lower leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone. They can be replaced with a [[Peg leg]], a [[Prosthetic leg]], a [[Bionic leg], or an [[Archotech leg]].
 
 
 
==== Femur ====
 
*Effects:
 
**Moving
 
*Health: 25
 
Includes :
 
*Right Femur
 
*Left Femur
 
Upper leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered. They can be replaced with a [[Peg leg]], a [[Prosthetic leg]], a [[Bionic leg], or an [[Archotech leg]].
 
 
 
==== Foot ====
 
*Effects:
 
**Moving
 
*Health: 20
 
Includes :
 
*Right Foot
 
*Left Foot
 
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes. They can be replaced with a [[Wooden foot]], or a leg replacement.
 
 
 
===== Toes =====
 
*Effects:
 
**Moving
 
*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' [[#Moving|walking]] by a small amount (a small 4%). They are replaced with a [[Wooden foot]] or a leg replacement.
 
 
 
<references />
 
 
 
== Body Part Groups ==
 
Each body part is part of a body part group. [[Armor]] and [[Clothing]] can go over one or more of these body part groups, but they can't go over individual body parts.
 
 
 
{{:Table of Human Body Part Groups}}
 
 
 
== Body Parts (Summary) ==
 
Being biological creatures, humans have a lot of body parts that work together to make them tick.
 
 
 
Special Notes:
 
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
 
{{:Table of Human Body Parts}}
 
 
 
== Butchering ==
 
Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust.
 
  
==Trivia==
+
==== Body tattoos ====
Despite a gestation period and litter size being defined for humans, they cannot get pregnant in-game.
+
Below are the 16 body tattoos (facing south).
 +
<gallery>
 +
Tattoo buttons south.png|Buttons {{IdeologyIcon}}
 +
Tattoo cross south.png|Cross {{IdeologyIcon}}
 +
Body heart south.png|Heart {{IdeologyIcon}}
 +
Tattoo insect south.png|Insect {{IdeologyIcon}}
 +
Tattoo jester south.png|Jester {{IdeologyIcon}}
 +
Tattoo moon south.png|Moon {{IdeologyIcon}}
 +
Tattoo power south.png|Power {{IdeologyIcon}}
 +
Tattoo rings south.png|Rings {{IdeologyIcon}}
 +
Tattoo royal south.png|Royal {{IdeologyIcon}}
 +
Tattoo scar south.png|Scar {{IdeologyIcon}}
 +
Tattoo skeleton south.png|Skeleton {{IdeologyIcon}}
 +
Body skull south.png|Skull {{IdeologyIcon}}
 +
Tattoo spike south.png|Spike {{IdeologyIcon}}
 +
Tattoo sun south.png|Sun {{IdeologyIcon}}
 +
Body tiger south.png|Tiger {{IdeologyIcon}}
 +
Tattoo wings north.png|Wings {{IdeologyIcon}} (facing north)
 +
</gallery>
  
==Version History==
+
==== Face tattoos ====
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown
+
Below are the 13 face tattoos (facing south).
 +
<gallery>
 +
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}
 +
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}
 +
Face tattoo headshot south.png|Headshot {{IdeologyIcon}}
 +
Face tattoo line south.png|Line {{IdeologyIcon}}
 +
Face tattoo love south.png|Love {{IdeologyIcon}}
 +
Face tattoo oracle south.png|Oracle {{IdeologyIcon}}
 +
Face tattoo pantheon south.png|Pantheon {{IdeologyIcon}}
 +
Face tattoo spider south.png|Spider {{IdeologyIcon}}
 +
Face tattoo stars south.png|Stars {{IdeologyIcon}}
 +
Face tear south.png|Tear {{IdeologyIcon}}
 +
Face tiger south.png|Tiger {{IdeologyIcon}}
 +
Face tattoo warpaint south.png|Warpaint {{IdeologyIcon}}
 +
Face tattoo worried south.png|Worried {{IdeologyIcon}}
 +
</gallery>
  
 +
== Version history ==
 +
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
 +
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.
  
{{nav|animal}}
+
{{Nav|animal|wide}}
 
[[Category:Animals]]
 
[[Category:Animals]]
 +
[[Category:Pack Animal]]

Latest revision as of 13:41, 17 April 2024

Human

Human

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

Base Stats

Type
AnimalHuman
Market Value
1750 Silver
Flammability
70%

Pawn Stats

Move Speed
4.6 c/s
Health Scale
1
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Hunger Rate
1.6 Nutrition/Day
Diet
omnivorous (human)
Life Expectancy
80 years
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Wildness
0%
Minimum Handling Skill
7
Comfortable Temp Range
16 °C – 26 °C (60.8 °F – 78.8 °F)

Production

Meat Yield
140 human meat
Leather Yield
75 human leather
Gestation Period
18 days
Offspring Per Birth
1-3 (1.072 avg)

Melee Combat

Attack 1
Left fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Right fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
8.2 dmg (Bite)
12 % AP
2 second cooldown
0.07 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.29

Humans are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.

Diet[edit]

Humans are omnivores, able to eat all foodstuffs with the exception of hay. Food can generally be gathered by foraging wild berries, hunting wild animals for their meat, farming, and in desperate times or for those of specific tastes, through cannibalism, usually of dead raiders.

Combat[edit]

Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant artificial body parts.

Butchering[edit]

Like most creatures, humans can be butchered for their meat and leather. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the Cannibal or Bloodlust traits, as well as relevant preceptsContent added by the Ideology DLC.

Xenotypes[edit]

Gene editing has created many different subspecies of humans, called xenotypes. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.

Baseliners by faction[edit]

The table below describes the chance for a given pawn from each faction being a baseliner. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 100%
FierceTribe.png Fierce tribe 100%
SavageTribe.png Savage tribe 100%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 100%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 100%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 0%
Civil outlander.png Civil outlander union 85%
Rough outlander.png Rough outlander union 85%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 70%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 70%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 70%

Body Parts[edit]

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



Anatomy of the pawn.png

Body Part Groups

Each body part is part of a body part group. Armor and Clothing can go over one or more of these body part groups, but they can't go over individual body parts. See table, below.


  • 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

  • Special Notes:

    • Brain injuries are always permanent and will never heal on their own. Eye injuries have a much greater chance of being permanent than usual.
    Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
    Torso 40 1 E: 100% 40.5% N/A[5] Ex.png Torso - Death
    Neck 25 1 E: 7.5% 1.5% Torso Ex.png Neck Breathing
    Eating
    Talking
    Death
    Head 25 1 E: 80% 2.82% Neck Ex.png UpperHead
    FullHead
    HeadAttackTool
    - Death
    Skull 25 1 I: 18.0% 0.51% Head Check.png UpperHead
    Eyes
    FullHead
    - Cannot be destroyed
    Increasing Pain based on damage.
    Brain 10 1 I: 80.0% 0.41% Skull Check.png UpperHead
    Eyes
    FullHead
    Consciousness Death
    Damage always results in scarring.
    Eye 10 2 E: 7.0% 0.42% Head Ex.png Eyes
    FullHead
    Sight -25% Sight. -100% if both lost.
    -15 Disfigured Social penalty.
    0% Hit Chance against Blunt damage.
    Ear 12 2 E: 7.0% 0.42% Head Ex.png UpperHead
    FullHead
    Hearing -25% Hearing. -100% if both lost.
    -15 Disfigured Social penalty
    Nose 10 1 E: 10.0% 0.6% Head Ex.png FullHead - -15 Disfigured Social penalty
    Jaw 20 1 E: 15.0% 0.9% Head Ex.png Teeth
    FullHead
    Eating
    Talking
    -100% Talking and -90% Eating
    -15 Disfigured Social penalty
    Tongue 10[6] 1 I: 0.1% 0%[?] Jaw Check.png FullHead Eating
    Talking
    -100% Talking and -50% Eating
    -15 Disfigured Social penalty
    Waist 10[6] 1 0% 0% Torso Ex.png Waist - N/A
    Spine 25 1 I: 2.5% 1.01% Torso Check.png Torso Moving -100% Moving[7]
    Ribcage 30 1 I: 3.6% 1.46% Torso Check.png Torso Breathing Cannot be destroyed
    Up to -48% Breathing
    Increasing Pain based on damage.
    Sternum 20 1 I: 1.5% 0.61% Torso Check.png Torso Breathing Cannot be destroyed
    Up to -48% Breathing
    Increasing Pain based on damage.
    Heart 15 1 I: 2% 0.81% Torso Check.png Torso Blood Pumping Death
    Lung 15 2 I: 2.5% 1.01% Torso Check.png Torso Breathing -50% Breathing. Death if both lost
    Stomach 20 1 I: 2.5% 1.01% Torso Check.png Torso Metabolism -50% Metabolism
    Liver 20 1 I: 2.5% 1.01% Torso Check.png Torso Blood Filtration
    Metabolism
    Death
    Kidney 15 2 I: 1.7% 0.69% Torso Check.png Torso Blood Filtration -50% Blood Filtration. Death if both lost
    Shoulder 30 2 E: 12.0% 2.76% Torso Ex.png Shoulders Manipulation -50% Manipulation. -100% if both lost
    Arm 30 2 E: 77.0% 7.95% Shoulder Ex.png Arms Manipulation -50% Manipulation. -100% if both lost
    Clavicle 25 2 I: 9% 1.08% Shoulder Check.png Torso Manipulation Cannot be destroyed
    Up to -48% Manipulation
    Increasing Pain based on damage.
    Humerus 25 2 I: 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
    Radius 20 2 I: 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
    Hand 20 2 E: 14.0% 0.83% Arm Ex.png Hands Manipulation -50% Manipulation. -100% if both lost
    Pinky Finger 8 2 E: 6.0% 0.08% Hand Ex.png Hands
    LeftHand[8]
    RightHand[8]
    Manipulation -8% Manipulation. -16% if both lost
    Ring Finger 8 2 E: 7.0% 0.09% Hand Ex.png Hands
    LeftHand[8]
    RightHand[8]
    Manipulation -8% Manipulation. -16% if both lost
    Middle Finger 8 2 E: 8.0% 0.1% Hand Ex.png Hands
    LeftHand[8]
    RightHand[8]
    MiddleFingers
    Manipulation -8% Manipulation. -16% if both lost
    Index Finger 8 2 E: 7.0% 0.09% Hand Ex.png Hands
    LeftHand[8]
    RightHand[8]
    Manipulation -8% Manipulation. -16% if both lost
    Thumb 8 2 E: 8.0% 0.1% Hand Ex.png Hands
    LeftHand[8]
    RightHand[8]
    Manipulation -8% Manipulation. -16% if both lost
    Pelvis 25 1 I: 2.5% 1.01% Torso Check.png Torso Moving Cannot be destroyed
    Up to -96% Moving.
    Increasing Pain based on damage.
    Leg 30 2 E: 14.0% 12.6% Torso Ex.png Legs Moving -50% Moving. -100% if both lost
    Femur 25 2 I: 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
    Tibia 25 2 I: 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
    Foot 25 2 E: 10.0% 0.85% Leg Ex.png Feet Moving -50% Moving. -100% if both lost
    Little Toe 8 2 E: 6.0% 0.08% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
    Fourth Toe 8 2 E: 7.0% 0.1% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
    Middle Toe 8 2 E: 8.0% 0.11% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
    Second Toe 8 2 E: 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
    Big Toe 8 2 E: 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
    1. Coverage is used to determine the chance for this body part to be targeted. External parts cover their parent part and take hits for them. For example, the neck, arms and legs have a combined external coverage of 59.5%, so the torso has only a 40.5% chance to be targeted. Internal parts can only be targeted when their parent part has been and take damage along with the parent part. For example, the torso has a 40.5% chance to be targeted and the spine has 2.5% internal coverage so has about a 1.01% chance to be targeted.
    2. Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account. Different damage types can propagate damage in different ways and cause parts to be hit more often than this table shows. See page for details.
    3. What apparel coverage covers this body part.
    4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    5. This is the part that everything else connects to to be considered 'connected'.
    6. 6.0 6.1 This part has no coverage and cannot be damaged.
    7. If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.
    8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.

    Gallery[edit]

    Bodies[edit]

    Heads[edit]

    Female[edit]

    Male[edit]

    Corpses[edit]

    Hairs[edit]

    Below are the 61 hairstyles (facing east). 50 from the base game and eleven from Royalty (DLC).

    Beards[edit]

    Below are the 30 types of beards (facing south).

    Tattoos[edit]

    Body tattoos[edit]

    Below are the 16 body tattoos (facing south).

    Face tattoos[edit]

    Below are the 13 face tattoos (facing south).

    Version history[edit]

    • Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
    • 1.5.4062 - Tongue coverage changed from 0% to 0.1%.