Human

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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%.