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==Body Part Groups== | ==Body Part Groups== | ||
− | 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. | + | 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)== | ==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"> | + | *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> |
− | < | + | *Heart injuries instantly scar and never heal.<ref name="instantScarring"/> |
− | {{:Table of Human Body Parts}} | + | {{:Table of Human Body Parts}} |
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<noinclude> | <noinclude> | ||
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===Head=== | ===Head=== | ||
− | *Health: | + | *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. | 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. | ||
− | 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 [[ | + | 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==== | ====Skull==== | ||
− | *Health: | + | *Health: 30 |
− | Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. | + | *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===== | =====Brain===== | ||
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*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 | + | 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. |
====Ears==== | ====Ears==== | ||
− | *Health: | + | *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 | + | 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]]. |
Loud noises like gunshots do not inflict pain or damage on the ears. | Loud noises like gunshots do not inflict pain or damage on the ears. | ||
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====Nose==== | ====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 | + | 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. |
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====Jaw==== | ====Jaw==== | ||
− | + | *Health: 20 | |
+ | Required for [[#Eating|eating]]. Colonists can still eat without a jaw, but at a near-useless pace. Lost or damaged jaws can be surgically replaced with dentures. The jaw is also required for socializing. | ||
===Torso=== | ===Torso=== | ||
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====Neck==== | ====Neck==== | ||
− | *Health: | + | *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]]. | 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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*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 | + | 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 replaced (along with the rest of the natural arm) if a prosthesis is installed. |
====Spine==== | ====Spine==== | ||
− | *Health: | + | *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 | + | 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 through supernatural means like [[lucifierium]]. |
====Pelvis==== | ====Pelvis==== | ||
*Health: 25 | *Health: 25 | ||
− | The pelvis is critical for [[#Moving|moving]], and | + | The pelvis is critical for [[#Moving|moving]], and shattering it results in paraplegia (paralysis below the waist). A shattered pelvis is nigh on a death sentence; it can only be repaired with [[healer mech serum]] or [[luciferium]], both of which are not readily available to most colonies. |
====Sternum==== | ====Sternum==== | ||
*Health: 25 | *Health: 25 | ||
− | Front part of the [[#Rib|rib cage]]. | + | Front part of the [[#Rib|rib cage]]. Like ribs, it only causes [[pain]] if destroyed. |
− | ==== | + | ====Rib==== |
− | *Health: | + | *Health: 15 |
− | + | Includes : | |
− | + | *Rib x 12 | |
+ | Colonists have 12 ribs, so damage/loss of a rib is relatively harmless. Loss of a rib only results in [[pain]]. | ||
====Lung==== | ====Lung==== | ||
− | *Health: | + | *Health: 20 |
Includes : | Includes : | ||
*Right Lung | *Right Lung | ||
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*Lethal if both lungs lost. | *Lethal if both lungs lost. | ||
− | Colonists have two lungs | + | 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. |
====Stomach==== | ====Stomach==== | ||
− | *Health: | + | *Health: 30 |
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. | 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==== | ====Heart==== | ||
− | *Health: | + | *Health: 20 |
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. | ||
− | + | 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]]s 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==== | ====Kidney==== | ||
− | *Health: | + | *Health: 20 |
Includes : | Includes : | ||
*Right Kidney | *Right Kidney | ||
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*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 | + | Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm unusable. Like the rest of the arm's consituent parts, it is fully replaced by a prosthesis. |
====Radius==== | ====Radius==== | ||
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*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 [[ | + | 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===== | =====Fingers===== | ||
− | *Health: | + | *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 | + | Losing a finger will cause the colonist to lose 10% manipulation. |
===Leg=== | ===Leg=== | ||
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*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 | + | 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 40% ''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. |
====Tibia==== | ====Tibia==== | ||
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====Foot==== | ====Foot==== | ||
− | *Health: | + | *Health: 20 |
Includes : | Includes : | ||
*Right Foot | *Right Foot | ||
*Left Foot | *Left Foot | ||
− | Humans have two feet, | + | Humans have two feet, which they use for [[moving]]. They are also the container for the toes. |
=====Toes===== | =====Toes===== | ||
− | *Health: | + | *Health: 7 |
Includes : | Includes : | ||
*Right Little Toe | *Right Little Toe | ||
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== Replacements == | == Replacements == | ||
− | As there are many ways to | + | As there are many ways to loose or permanently impair body parts, there are also several ways to replace them. The Options vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be. |
=== Part Efficiency === | === Part Efficiency === | ||
− | A un-injured, naturally grown body part has | + | A un-injured, naturally grown body part has a efficiency of 100%. Replacement options however can have very variable efficiency, going from 60% 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. | 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. | ||
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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%. | 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 | + | A word of warning: installing these counts as a operation (that can be botched) and requires anesthetics. |
=== Prostheses === | === Prostheses === | ||
− | Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{ | + | Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{icon|steel}} Steel and {{icon|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. | Part efficiency varies from 50-85%, depending on part. | ||
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=== Bionics === | === Bionics === | ||
− | Bionics are cybernetics as they are found in Science Fiction. Bionics require {{ | + | Bionics are cybernetics as they are found in Science Fiction. Bionics require {{icon|plasteel}}Plasteel, {{icon|advcomponent}} 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. | 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. | ||
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=== Archotech === | === Archotech === | ||
− | Archotech prostheses | + | Archotech prostheses are only available through quest rewards, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, but cannot be crafted or purchased. |
=== List of body parts === | === List of body parts === | ||
− | {{nav | + | {{nav/body_parts}} |
− | + | ==References== | |
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− | == References == | ||
{{Reflist}} | {{Reflist}} | ||
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