Difference between revisions of "Human"

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(Initial human race page created, still needs pictures and better formatting for detailed body part section though.)
 
(→‎Version history: tongue coverage changed in 1.5)
 
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{{TOCright}}
+
{{Image wanted|reason = Updated anatomy with new positions}}
<includeonly>
+
{{Infobox main|animal
''Main Article: [[Humans|Human]]''
+
| name = Human
</includeonly>
+
| image = Colonist.png
 +
| description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
 +
| type = Animal
 +
| type2 = Human
 +
| flammability = 0.7
 +
| movespeed = 4.6
 +
| baseleatheramount = 75
 +
| min comfortable temperature = 16
 +
| max comfortable temperature = 26
 +
| marketvalue = 1750
 +
| bodysize = 1
 +
| healthscale = 1
 +
| hungerrate = 1
 +
| diet = omnivorous (human)
 +
| leathername = human leather
 +
| wildness = 0
 +
| manhuntertame = 0.1
 +
| manhunter = 0.5
 +
| gestation = 18
 +
| offspring = 1-3
 +
| avg offspring = 1.072
 +
| lifespan = 80
 +
| packanimal = true
 +
<!--|maturityage = 18-->
 +
| attack1dmg = 8.2
 +
| attack1type = Blunt
 +
| attack1cool = 2
 +
| attack1part = left fist
 +
| attack1stun = 14
 +
| attack2dmg = 8.2
 +
| attack2type = Blunt
 +
| attack2cool = 2
 +
| attack2part = right fist
 +
| attack2stun = 14
 +
| attack3dmg = 8.2
 +
| attack3type = Bite
 +
| attack3cool = 2
 +
| attack3part = teeth
 +
| attack3chancefactor = 0.07
 +
| attack4dmg = 5
 +
| attack4type = Blunt
 +
| attack4cool = 2
 +
| attack4part = head
 +
| attack4chancefactor = 0.2
 +
}}
 +
'''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.
  
{{quote|"A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets."|In-game description}}
+
== Diet ==
 +
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 ==
 +
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]].
  
Humans are standard race of Rimworld. They make up your colony's [[Colonist|colonists]], and the enemy [[Raider|raiders]] you struggle against.
+
== Butchering ==
 +
{{Main|Human Resources}}
 +
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}}.
  
==Biology==
+
== Xenotypes ==
<includeonly>
+
{{Biotech|section=1}} {{main|Xenotypes}}
''Main Article: [[Humans#Biology)|Human Biology]]''
+
[[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.
</includeonly>
 
The humans of Rimworld are, for the most part, identical to real world ones.
 
  
===Diet===
+
=== Baseliners by faction ===
<includeonly>
+
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.
''Main Article: [[Humans#Diet)|Human Diet]]''
+
{{Xenotype Faction Table|baseliner}}
</includeonly>
 
Humans are omnivores. On Rimworld, their usual food supply consists of [[Food|meat]] hunted off of [[Animals|animals]], and either foraging food off of [[Growing|plants]] or cultivating and growing them.
 
  
Most humans absolutely despise the thought of cannibalism, and it usually provided them with a very bad [[Thoughts|thought]]. [[Traits|Some humans]] don't mind though.
+
== Body Parts ==
 
 
===Combat===
 
<includeonly>
 
''Main Article: [[Humans#Combat)|Human Combat]]''
 
</includeonly>
 
Humans are typically equipped with various [[Weapon|weapons]], but are equipt with the ability to fight things with their own two hands.
 
 
 
{| {{STDT| sortable c_08 text-center}}
 
! Melee Attacks !! Damage Amount
 
|-
 
![[Injury#Blugeon|Bluegon]]
 
| 10
 
|-
 
|}
 
 
 
===Body Parts (Summary)===
 
<includeonly>
 
''Main Article: [[Humans#Body Parts (Summary)|Human Body Parts (Summary)]]''
 
</includeonly>
 
 
Being biological creatures, humans have a lot of body parts that work together to make them tick.
 
Being biological creatures, humans have a lot of body parts that work together to make them tick.
 +
<br><br><br><br>
 +
[[File:Anatomy of the pawn.png]]
  
{| {{STDT| sortable c_08 text-center}}
+
; Body Part Groups
! Body Part Name !! Health !! Quantity !! Coverage (per part)<ref>Coverage determines the chance to hit this body part. It is dependant 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.</ref>  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed
+
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.
|-
 
![[#Head|Head]]
 
| 30 || | 1 || | 72.0% || | Head || | Houses skull, eyes, ears, nose, jaw || | Death
 
|-
 
![[#Skull|Skull]]
 
| 30 || | 1 || | 12.0% || | Inside Head || | Houses brain || | Death
 
|-
 
![[#Brain|Brain]]
 
| 10 || | 1 || | 100% || | Inside Skull || | Consciousness, sight, hearing, moving, working || | Death
 
|-
 
![[#Eye|Eye]]
 
| 10 || | 2 || | 8.0% || | Part of Head || | Sight || | Loss of sight/Blindness
 
|-
 
![[#Ear|Ear]]
 
| 10 || | 2 || | 5.0% || | Part of Head || | Hearing || | Loss of hearing/Deafness
 
|-
 
![[#Nose|Nose]]
 
| 10 || | 1 || | 10.0% || | Part of Head || | - || | -
 
|-
 
![[#Jaw|Jaw]]
 
| 20 || | 1 || | 10.0% || | Part of Head || | Eating, talking || | Unable to eat<ref>Currently in Alpha 6, you can still eat (albeit very slowly). This is temporary until there is a way to remedy lost jaws.</ref>, Unable to talk
 
|-
 
![[#Neck|Neck]]
 
| 30 || | 1 || | 8.0% || |  Part of Torso || | Breathing, eating, talking || | Death
 
|-
 
![[#Torso|Torso]]
 
| 40 || | 1 || | ? || | Core Part<ref>This is the part that everything else connects to to be considered 'connected'.</ref> || | Living in general || | Death
 
|-
 
![[#Spine|Spine]]
 
| 35 || | 1 || | 2.0% || | Inside Torso || | Moving, working || | Paralysis (Cannot move, cannot work)
 
|-
 
![[#Rib|Rib]]
 
| 15 || | 12 || | 0.1% || | Inside Torso || | - || | -
 
|-
 
![[#Sternum|Sternum]]
 
| 25 || | 1 || | 0.5% || | Inside Torso || | - || | -
 
|-
 
![[#Heart|Heart]]
 
| 20 || | 1 || | 1.5% || | Inside Torso || | Blood pumping || | Death
 
|-
 
![[#Lung|Lung]]
 
| 20 || | 2 || | 3.0% || | Inside Torso || | Breathing || | Death (if both lost)
 
|-
 
![[#Stomach|Stomach]]
 
| 30 || | 1 || | 5.0% || | Inside Torso || | Eating || | Unable to eat<ref>Currently in Alpha 6, you can still eat (albeit very slowly). This is temporary until there is a way to remedy lost stomachs.</ref>
 
|-
 
![[#Liver|Liver]]
 
| 20 || | 1 || | 1.5% || | Inside Torso || | Metabolism || | Death
 
|-
 
![[#Kidney|Kidney]]
 
| 20 || | 1 || | 3.0% || | Inside Torso || | Blood filtration || | Death (if both lost)
 
|-
 
![[#Arm|Arm]]
 
| 30 || | 2 || | 10.0% || | Torso || | Working || | Loss of working ability/Unable to work (if both lost)
 
|-
 
![[#Clavicle|Clavicle]]
 
| 25 || | 2 || | 0.5% || | Inside Torso || | Working || | Loss of working ability/Unable to work (if both lost)
 
|-
 
![[#Humerus|Humerus]]
 
| 25 || | 2 || | 10.0% || | Inside Arm || | Working || | Loss of working ability/Unable to work (if both lost)
 
|-
 
![[#Radius|Radius]]
 
| 20 || | 2 || | 10.0% || | Inside Arm || | Working || | Loss of working ability/Unable to work (if both lost)
 
|-
 
![[#Hand|Hand]]
 
| 20 || | 2 || | 20.0% || | Arm || | Working || | Loss of working ability
 
|-
 
![[#Fingers|Fingers]]
 
| 7 || | 10 || | 5.0% || | Hand || | Working || | Loss of working ability (minor)
 
|-
 
![[#Pelvis|Pelvis]]
 
| 25 || | 1 || | 0.5% || | Inside Torso || | Moving || | Paralysis (Cannot move)
 
|-
 
![[#Leg|Leg]]
 
| 30 || | 2 || | 3.0% || | Torso || | Moving || | Unable to move
 
|-
 
![[#Tibia|Tibia]]
 
| 25 || | 2 || | 10.0% || | Inside Leg || | Moving || | Unable to move
 
|-
 
![[#Femur|Femur]]
 
| 25 || | 2 || | 10.0% || | Inside Leg || | Moving || | Unable to move
 
|-
 
![[#Foot|Foot]]
 
| 20 || | 2 || | 20.0% ||| | Leg || | Moving || | Loss of moving ability
 
|-
 
![[#Toes|Toes]]
 
| 7 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)
 
|-
 
|}
 
 
 
<references/>
 
<noinclude>
 
===Body Parts (Detailed)===
 
All the body parts are listed below in more detail. This includes some things to note, some quirks or special things about body parts, and the full names/descriptions of body parts that have multiples of them in the same body (eg. right lung and left lung).
 
 
 
====Head====
 
*Health: 30
 
*Lethal if destroyed/removed.
 
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live (rather you need the contents of the head, like the brain, to live).
 
 
 
=====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|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].
 
 
 
=====Eyes=====
 
*Health: 10
 
Includes :
 
*Right Eye
 
*Left Eye
 
Eyes are required for [[#Sight|seeing]]. They do not heal when injured, and always scar. {{v|{{:Version}}}} There is currently no way to restore sight to a blinded colonist.
 
 
 
=====Ears=====
 
*Health: 10
 
Includes :
 
*Right Ear
 
*Left Ear
 
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. {{v|{{:Version}}}} 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
 
{{v|{{:Version}}}} Though required for smelling, there is no smelling system in place 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|eating]], colonists are left unable to eat if they lose their jaw. {{v|{{:Version}}}} Currently however, colonists are still able to (slowly) eat, presumably until there's a way to replace a jaw.
 
 
 
====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. {{v|{{:Version}}}} 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|brain]] from the core part, the [[#Torso|torso]].
 
 
 
=====Clavicle=====
 
*Health: 25
 
Includes :
 
*Right Clavicle
 
*Left Clavicle
 
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 for [[#Working|work]]. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
 
 
 
=====Spine=====
 
*Health: 35
 
Colonists need their spine for [[#Moving|moving]] and [[#Working|working]]. Shattering the spine results in complete paralysis, presumably below the neck. {{v|{{:Version}}}} 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|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. {{v|{{:Version}}}} There is no way to repair shattered pelvis currently.
 
 
 
=====Sternum=====
 
*Health: 25
 
Front part of the [[#Rib|rib cage]]. {{v|{{:Version}}}} Like ribs, it currently only causes [[pain]] if destroyed.
 
 
 
=====Rib=====
 
*Health: 15
 
Includes :
 
*Rib x 12
 
Colonists have 12 ribs, damage/loss of a rib is relatively harmless. {{v|{{:Version}}}} 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 [[#Breathing|breathe]] and survive fine with just one lung, {{v|{{:Version}}}} 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 no longer have a way to breath. Lungs tend to bleed out very fast when destroyed, but are generally survivable injuries.
 
  
=====Stomach=====
+
{{:Table of Human Body Part Groups}}
*Health: 30
 
Stomachs act like colonists jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. {{v|{{:Version}}}} A colonist without a stomach can still eat, though very slowly.
 
  
=====Heart=====
+
Special Notes:
*Health: 20
+
*Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual.
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
+
{{:Table of Human Body Parts}}
  
=====Kidney=====
+
== Gallery ==
*Health: 20
+
=== Bodies ===
Includes :
+
<gallery>
*Right Kidney
+
Naked Female south.png|Female
*Left Kidney
+
Naked Male south.png|Male
*Lethal if both lost
+
Naked Thin south.png|Thin
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life threatening, but losing both results in death.
+
Naked Fat south.png|Fat
 +
Naked Hulk south.png|Hulk
 +
</gallery>
  
====Arm====
+
=== Heads ===
*Health: 30
+
==== Female ====
Includes :
+
<gallery>
*Right Arm
+
Female Average Normal south.png|Normal average
*Left Arm
+
Female Narrow Normal south.png|Normal narrow
Arms are required for [[#Working|working]], and are containers for the [[#Hands|hands]] and subsequent bones. One armed colonists can still work, though much slower.
+
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>
  
=====Humerus=====
+
==== Male ====
*Health: 25
+
<gallery>
Includes :
+
Male Average Normal south.png|Normal average
*Right Humerus
+
Male Narrow Normal south.png|Normal narrow
*Left Humerus
+
Male Average Pointy south.png|Pointy average
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering ones' 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.
+
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>
  
=====Radius=====
+
=== Corpses ===
*Health: 20
+
<gallery>
Includes :
+
Dessicated thin south.png|Decaying thin
*Right Radius
+
Dessicated male south.png|Decaying male
*Left Radius
+
None Average Skull south.png|Skull
Forearm bones, similar to [[#Humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the appropriate arm if shattered.
+
None Average Stump south.png|Stump
 +
None Gaunt Average south.png|Gaunt
 +
</gallery>
  
=====Hand=====
+
=== Hairs ===
*Health: 20
+
Below are the 61 hairstyles (facing east). 50 from the base game and eleven from [[Royalty (DLC)]].
Includes :
+
<gallery>
*Right Hand
+
Afro east.png|Afro
*Left Hand
+
Anne east.png|Anne {{RoyaltyIcon}}
Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower.
+
Artist east.png|Artist {{RoyaltyIcon}}
 +
Bob east.png|Bob
 +
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>
  
======Fingers======
+
=== Beards ===
*Health: 7
+
Below are the 30 types of beards (facing south). 
Includes :
+
<gallery>
*Right Thumb
+
Beard anchor south.png|Anchor
*Right Index Finger
+
Beard balin south.png|Balin
*Right Middle Finger
+
Beard bifur south.png|Bifur
*Right Ring Finger
+
Beard boxed south.png|Boxed
*Right Pinky
+
Beard circle south.png|Circle
*Left Thumb
+
Beard curly south.png|Curly
*Left Index Finger
+
Beard curtain south.png|Curtain
*Left Middle Finger
+
Beard dori south.png|Dori
*Left Ring Finger
+
Beard ducktail south.png|Ducktail
*Left Pinky
+
Beard dwalin south.png|Dwalin
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|working]] (though it's usually so small it's difficult to notice).
+
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>
  
====Leg====
+
=== Tattoos ===
*Health: 30
+
{{Ideology|section=true}}
Includes :
 
*Right Leg
 
*Left Leg
 
Every colonist has two legs, but the destruction of one removes the ability to [[#Moving|walk]] at all. {{v|{{:Version}}}} Unable to walk, they'll be forced to live their rest of their life in a medical bed. There is no way to provide [[#Treatment|treatment]] for a lost leg currently.
 
  
=====Tibia=====
+
==== Body tattoos ====
*Health: 25
+
Below are the 16 body tattoos (facing south).
Includes :
+
<gallery>
*Right Tibia
+
Tattoo buttons south.png|Buttons {{IdeologyIcon}}
*Left Tibia
+
Tattoo cross south.png|Cross {{IdeologyIcon}}
Upper leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone.
+
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>
  
=====Femur=====
+
==== Face tattoos ====
*Health: 25
+
Below are the 13 face tattoos (facing south).
Includes :
+
<gallery>
*Right Femur
+
Face tattoo cobweb south.png|Cobweb {{IdeologyIcon}}
*Left Femur
+
Face tattoo eclipse south.png|Eclipse {{IdeologyIcon}}
Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered.
+
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>
  
=====Foot=====
+
== Version history ==
*Health: 20
+
* Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown.
Includes :
+
* [[Version/1.5.4062|1.5.4062]] - Tongue coverage changed from 0% to 0.1%.
*Right Foot
 
*Left Foot
 
Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes.
 
  
======Toes======
+
{{Nav|animal|wide}}
*Health: 7
+
[[Category:Animals]]
Includes :
+
[[Category:Pack Animal]]
*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.
 
</noinclude>
 

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%.