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{{Stub|reason=Part efficiency, other body types etc}}
 
{{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously imply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and [[bionics]].
 
  
Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.
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{{TOCright}}
  
Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.
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===Body Part Groups===
{{TOCright}}
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==Body Part Groups==
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Each individual body part (such as clavicle) is a subunit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group.
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group.  
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{{:Table of Human Body Part Groups}}
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 +
===Body Parts (Summary)===
  
<div><ul><li style="display: inline-table;">
 
{{:Table of Human Body Part Groups}}</li></ul></div>
 
==Body Parts (Summary)==
 
 
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.
  
*Brain injuries instantly scar and never heal.<ref name="instantScarring">Please see ''BodyParts_General.xml''. The chance is set to 9999999.</ref>
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*Brain injuries instantly scar and never heal.<ref name="instantScarring">[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]</ref>
<div><ul><li style="display: inline-table;">
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*Heart injuries instantly scar and never heal.<ref name="instantScarring"/>
{{:Table of Human Body Parts}}</li></ul></div>
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{{:Table of Human Body Parts}}
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<noinclude>
 
<noinclude>
  
==Body Parts (Detailed)==
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===Body Parts (Detailed)===
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.
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{{rewrite}}
 +
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===
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====Head====
*Health: 25
+
*Health: 30
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain.
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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).
  
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[machine pistol]] 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.
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While humans can survive headshots, damage to the brain is still a serious issue. 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.
  
====Skull====
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=====Skull=====
*Health: 25
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*Health: 30
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. The skull cannot be destroyed by damage but will cause pain until healed.
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*Lethal if shattered.
 +
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. Lethal if destroyed, since it holds the brain.
  
=====Brain=====
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======Brain======
 
*Health: 10
 
*Health: 10
 
*Lethal if destroyed/removed.
 
*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]].
 
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====
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=====Eyes=====
 
*Health: 10
 
*Health: 10
 
Includes :
 
Includes :
 
*Right Eye
 
*Right Eye
 
*Left Eye
 
*Left Eye
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively. A destroyed or lost eye causes a pawn to be considered [[disfigured]].
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Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with bionic eyes, though they are rather expensive.
  
====Ears====
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=====Ears=====
*Health: 12
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*Health: 10
 
Includes :
 
Includes :
 
*Right Ear
 
*Right Ear
 
*Left Ear
 
*Left Ear
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement. Damaged or lost ears can be replaced with a [[bionic ear]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].
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Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. Hearing helps in trade price improvement. There is currently no way to restore hearing to a deafened colonist.
  
Loud noises like gunshots do not inflict pain or damage on the ears.
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Currently, loud noises like gunshots do not inflict pain or damage on the ears.
  
====Nose====
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=====Nose=====
 
*Health: 10
 
*Health: 10
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, but will cause the colonist to become [[disfigured]], which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC or restored with a [[Healer mech serum]].
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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, but will cause the colonist to become disfigured, which will cause -15 opinion from all other colonists.
  
====Tongue====
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=====Jaw=====
*Health: 10
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*Health: 20
Required for [[Talking|talking]] and important for [[Eating|eating]]. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a [[bionic tongue]]. A destroyed or lost tongue causes a pawn to be considered [[disfigured]].
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Required for [[#Eating|eating]], colonists are left unable to eat if they lose their jaw. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing.
  
====Jaw====
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====Torso====
A destroyed or lost jaw causes a pawn to be considered [[disfigured]], and may prevent talking.
 
 
 
===Torso===
 
 
*Health: 40
 
*Health: 40
 
*Core Part
 
*Core Part
 
*Lethal if destroyed
 
*Lethal if destroyed
The torso is the core part of a colonist. It is the 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.
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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====
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=====Neck=====
*Health: 25
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*Health: 30
 
*Lethal if destroyed/removed.
 
*Lethal if destroyed/removed.
Technically part of the torso. It connects the head to the torso. Neck damage makes 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]].
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Technically part of the torso, it connects the head to the torso. Neck damage makes 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]].
  
====Clavicle====
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=====Clavicle=====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
 
*Right Clavicle
 
*Right Clavicle
 
*Left Clavicle
 
*Left Clavicle
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are considered a part of the arm, and will be removed (along with the rest of the natural arm) if a prosthesis is installed. Clavicles cannot be destroyed by damage but will cause pain until healed.
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The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Shattering a clavicle is equivalent to actually losing the arm in terms of functionality.
  
====Spine====
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=====Spine=====
*Health: 25
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*Health: 35
Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired with [[healer mech serum]] or [[luciferium]].
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Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. The only way to restore functionality is by administering [[Luciferium]] over time, or installing a [[Bionic spine]].
  
====Pelvis====
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=====Pelvis=====
 
*Health: 25
 
*Health: 25
The pelvis is critical for [[#Moving|moving]], and damage will result in the pawn becoming incapable of walking. The pelvis cannot be destroyed by damage, but will cause pain until healed.
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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, and euthanizing the colonist is currently the only thing you can do.
  
====Sternum====
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=====Sternum=====
 
*Health: 25
 
*Health: 25
Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed.
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Front part of the [[#Rib|rib cage]]. Like ribs, it currently only causes [[pain]] if destroyed.
  
====Ribcage====
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=====Rib=====
*Health: 30
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*Health: 15
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Includes :
 +
*Rib x 12
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Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. Loss of a rib only results in [[pain]].
  
The ribcage cannot be destroyed by damage, but will cause pain until healed.
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=====Lung=====
 
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*Health: 20
====Lung====
 
*Health: 15
 
 
Includes :
 
Includes :
 
*Right Lung
 
*Right Lung
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*Lethal if both lungs lost.
 
*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 is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.
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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 is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.
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=====Stomach=====
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*Health: 30
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Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. Gut worms can infect the stomach and increase hunger and pain.
  
====Stomach====
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=====Heart=====
 
*Health: 20
 
*Health: 20
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. [[Gut worms]] can infect the stomach and increase hunger and pain.
 
 
====Heart====
 
*Health: 15
 
 
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
 
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.
  
Injuries to the heart can heal, but due to low health value, getting shot in the heart can also be instantaneously fatal. 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.
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Worth noting that, like the brain, the heart ''always'' scars<ref name="instantScar" />, and never heals naturally. This is less severe than a brain scar, which could put [[Colonist|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====
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=====Kidney=====
*Health: 15
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*Health: 20
 
Includes :
 
Includes :
 
*Right Kidney
 
*Right Kidney
 
*Left Kidney
 
*Left Kidney
 
*Lethal if both lost
 
*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.
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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|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===
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====Arm====
 
*Health: 30
 
*Health: 30
 
Includes :
 
Includes :
 
*Right Arm
 
*Right Arm
 
*Left Arm
 
*Left Arm
Arms are required for 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|prosthesis]] or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthesis will completely replace the arm, including hands, fingers, and constituent bones.
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Arms are required for 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 or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthetic will completely replace the arm, including hands and fingers.
  
====Humerus====
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=====Humerus=====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
 
*Right Humerus
 
*Right Humerus
 
*Left Humerus
 
*Left Humerus
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm completely unusable. Like the rest of the arm's constituent parts, it is fully replaced by a prosthesis.
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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====
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=====Radius=====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
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Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.
 
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.
  
====Hand====
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=====Hand=====
 
*Health: 20
 
*Health: 20
 
Includes :
 
Includes :
 
*Right Hand
 
*Right Hand
 
*Left 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 [[Wooden hand]], for a partial recovery of effectiveness, a [[power claw]] for full effectiveness and a melee weapon in exchange for -8% movement speed, or [[Field hand]] {{RoyaltyIcon}}, for full effectiveness and  improved [[Plant Work Speed]] in exchange for -8% movement speed. Alternatively, the whole arm can be replaced, hand included.
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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 [[Mechanoid|Scyther]]. The claw is only 90% as effective as a natural hand, but provides increased damage in combat.  
=====Fingers=====
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======Fingers======
*Health: 8
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*Health: 7
 
Includes :
 
Includes :
 
*Right Thumb
 
*Right Thumb
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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).
 
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).
  
Losing a finger will cause the colonist to lose 8% manipulation.
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Losing a finger will cause the colonist to lose 10% manipulation.
  
===Leg===
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====Leg====
 
*Health: 30
 
*Health: 30
 
Includes :
 
Includes :
 
*Right Leg
 
*Right Leg
 
*Left Leg
 
*Left Leg
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. If a prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes.  
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Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthetic or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. If a prosthetic can't be located, peg legs are also available, but they are only barely functional. Any leg prosthetic will completely replace the entire leg, including the feet and toes.  
  
====Tibia====
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=====Tibia=====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
 
*Right Tibia
 
*Right Tibia
 
*Left Tibia
 
*Left Tibia
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.
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Upper leg bone, required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.
  
====Femur====
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=====Femur=====
 
*Health: 25
 
*Health: 25
 
Includes :
 
Includes :
 
*Right Femur
 
*Right Femur
 
*Left Femur
 
*Left Femur
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.
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Lower leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.
  
====Foot====
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=====Foot=====
*Health: 25
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*Health: 20
 
Includes :
 
Includes :
 
*Right Foot
 
*Right Foot
 
*Left Foot
 
*Left Foot
Humans have two feet, needed for [[moving]]. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.
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Humans have two feet, needed for [[moving]]. There are also the container for the toes.
  
=====Toes=====
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======Toes======
*Health: 8
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*Health: 7
 
Includes :
 
Includes :
 
*Right Little Toe
 
*Right Little Toe
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*Left Second Toe
 
*Left Second Toe
 
*Left Big Toe
 
*Left Big Toe
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.
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Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonist's [[moving]] capacity by a small amount.
  
Losing a toe will cause a colonist to lose 4% of its moving capacity.
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Losing a toe will cause a colonist to lose 4% of its moving capacity. Even on the Rimworlds, stubbing your toe is still as painful.
  
 
</noinclude>
 
</noinclude>
 
== Replacements ==
 
As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crafting/acquiring, but most importantly in how effective the replacement part will be.
 
 
=== Part Efficiency ===
 
A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.
 
 
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.
 
 
=== Wooden Parts ===
 
The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%.
 
 
A word of warning: installing these counts as an operation (that can be botched) and requires anesthetics.
 
 
=== Prostheses ===
 
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{Icon Small|steel}} Steel and {{Icon Small|component}} Components to build. They can be built on a Machining Table after the Prosthetic research is complete.
 
 
Part efficiency varies from 50-85%, depending on part.
 
 
=== Harvested Parts ===
 
As RimWorld has no concept of body part rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.
 
 
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the "donor" and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.
 
 
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.
 
 
=== Bionics ===
 
Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and Bionics research, and are generally crafted at a Fabrication bench.
 
 
They typically have 125% part efficiency, making them direct upgrades for most body parts. If there are no replacement parts between harvested and bionic parts, the organ cannot be sensibly replaced (like a brain) or replacements offer no benefit.
 
 
=== Specialized Bionics ===
 
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.
 
 
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.
 
 
=== Archotech ===
 
Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, and can only be acquired through trade or quests.
 
 
=== List of body parts ===
 
{{nav|body parts|wide}}
 
 
== Mechanoids ==
 
===Differences to biologicals===
 
Mechanoids have many differences from biological creatures. To start with, they do not bleed, scar, or heal on their own. In addition, many parts are renamed or changed:
 
 
====Changed parts====
 
Heart
 
*Renamed to Reactor
 
*Blood pumping renamed to Power Generation
 
 
Brain
 
*Renamed to Artificial Brain
 
*Consciousness renamed to Data Processing
 
 
Torso
 
*Renamed to Thorax
 
 
Kidneys
 
*Renamed to Fluid Reprocessors
 
*No longer labeled as left and right, as they do not always occur in pairs
 
*Blood Filtration renamed to Fluid Reprocessing
 
*The liver does not exist in mechanoids
 
 
Eyes
 
*Renamed to Sight Sensor
 
 
Ears
 
*Renamed to Hearing Sensor
 
 
Nose
 
*Renamed to Chemical Analyzer
 
 
Neck
 
*Responsible for speaking, instead of the tongue, which does not exist in mechanoids.
 
 
====Missing parts====
 
*Mechanoids lack all bones, the liver, stomach, jaw, and tongue.
 
 
====Bulb turret====
 
*The bulb turret is a body part found on various types of mechanoid, it functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon.
 
 
===Types of Mechanoid Bodies===
 
There are 4 broad body plans that mechanoids have, although most have additional variations on these base layouts.
 
 
====Light====
 
These mechanoids:
 
*Lack arms
 
*Have two legs without toes
 
*Have a single sight sensor, hearing sensor, chemical analyzer and fluid reproccessor
 
 
This category includes all labor mechs, except the tunneler, as well as the war urchin and militor.
 
 
====Biped====
 
These mechanoids have anatomy similar to humans, other than the changes above, and that they lack a ring finger and all toes.
 
 
The members of this category are the Scyther, Lancer, Tunneler, Tesseron, and Legionary.
 
 
*Lancer, Tesseron and Legionary
 
**For unknown reasons, these mechanoids' shoulders are renamed to "Mechanical Shoulder". This is not true for other mechanoids with shoulders.
 
 
*Scyther
 
**The scyther's hands are renamed to "Blade", they do however still have fingers
 
 
*Tunneler
 
**Instead of fingers, tunnelers have a "Power Claw" attached to each hand
 
 
====Quadruped====
 
These mechanoids have anatomy similar to animals, other than the changes above. They have 4 legs and feet.
 
 
The members of this category are the Scorcher, Centurion, Pikeman, and Apocriton
 
 
*Centurion
 
**These mechanoids have a bulb turret on the thorax
 
 
====Centipede====
 
These mechanoids have very unique anatomy, and are known for their high durability. They lack all limbs, a neck, and a torso, and instead have a number of body rings, typically 6, which are responsible for movement and manipulation. The organs are found throughout the ring sections, with the reactor always in the second segment, and the fluid reprocessors distributed between the 3rd and 6th rings, depending on the type of mechanoid. The first ring functions as the root or core part, like the thorax in other mechanoids.
 
 
This group includes the termite, all 3 centipede variants (which have identical anatomy), the diabolus, and the war queen.
 
 
*Termite
 
**The termite only has 3 body rings, with a single fluid reprocessor in the third ring.
 
 
*Centipede (All variants)
 
**They have one fluid reprocessor in the third ring and another in the fourth. Because of the higher placement of these organs up the body, this is the only mechanoid that can survive the loss of a body ring.
 
 
*Diabolus
 
**There are two organs called "Hypercapacitors" in the second ring of this mechanoid, they seem to have no function. {{Check Tag|Check this}}
 
**They have a single fluid reprocessor in the sixth body ring, as well as a bulb turret.
 
 
War Queen
 
**The 6th ring is replaced with a "forming sack", which has no function. Despite the name this part is not required for the creation of war urchins.
 
**They have a single fluid reprocessor in the fifth body ring, as well as a bulb turret.
 
 
== References ==
 
{{Reflist}}
 
 
== Version history ==
 
* [[Version/0.6.532|0.6.532]] - Body parts system added.
 
* [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics
 
* Beta 19/ 1.0 - Combined ribs into rib cage
 
* 1.1 - Stomach is no longer a vital organ.
 
 
[[Category:Health]] [[Category:Medical Item|#Body Parts]]
 

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