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− | {{ | + | {{infobox main|animal| |
− | + | |name = Human | |
− | | name = Human | + | |image = Thrasher1557.png|Human |
− | | image = | + | |description = "A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets." |
− | | description = A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets. | + | |type = Human{{!}}Human |
− | | type = | + | |type2 = Characters{{!}}Characters |
− | | type2 = | + | |attack1cool = 120 |
− | | | + | |attack1dmg = 8.2 |
− | | | + | |attack1part = left hand |
− | | | + | |attack1type = blunt |
− | | | + | |attack1stun = 14 |
− | | | + | |attack2cool = 120 |
− | | | + | |attack2dmg = 8.2 |
− | | | + | |attack2part = right hand |
− | + | |attack2type = blunt | |
− | + | |attack2stun = 14 | |
− | + | |attack3cool = 120 | |
− | + | |attack3dmg = 8.2 | |
− | + | |attack3part = teeth | |
− | + | |attack3type = bite | |
− | | | + | |attack4cool = 120 |
− | | | + | |attack4dmg = 5 |
− | | | + | |attack4part = head |
− | | | + | |attack4type = blunt |
− | | | + | |bodysize = 1 |
− | + | |diet = omnivorous | |
− | + | |leathername = human leather | |
− | + | |leatheryield = 50 | |
− | | | + | |lifespan = 80 |
− | | | + | |marketvalue = 1750 |
− | | | + | |maturityage = 18+ |
− | | | + | |meatname = human meat |
− | | | + | |movespeed = 4.61 |
− | | | + | |mass base = 70 |
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}} | }} | ||
− | + | {{TOCright}} | |
+ | Humans are the standard [[Colonist]] race, enemies ([[raider]]s) can be both the same species or artificial. | ||
== Diet == | == Diet == | ||
− | Humans are omnivores | + | |
+ | Humans are omnivores. Food supply can be gathered by foraging [[plants|wild berries]], hunting [[animals]] for their [[meat]], [[growing zone|growing plantations]] and lastly through cannibalism which causes negative [[thoughts]] incurring mood penalties to most but some who [[Traits|favor it]]. | ||
== Combat == | == Combat == | ||
− | |||
− | == | + | Humans can fight with their own fists or equip one type of [[weapon]] at a time, either melee or ranged. |
− | {{ | + | |
− | + | == Body Parts == | |
+ | [[File:Anatomy of the pawn.png]] | ||
+ | {{rewrite}} | ||
+ | |||
+ | === Head === | ||
+ | *Health: 30 | ||
+ | *Lethal if destroyed/removed. | ||
+ | |||
+ | While humans can (rarely) survive headshots, damage to the brain is still very serious. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]], and sufficient damage may render a colonist unconscious forever. | ||
+ | |||
+ | ==== Skull ==== | ||
+ | *Health: 30 | ||
+ | *Lethal if shattered. | ||
+ | Container of the brain. Lethal if destroyed, since it holds the brain (again, you need the brain to live, not technically the skull). | ||
+ | |||
+ | ===== Brain ===== | ||
+ | *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]]. Lost or damaged eyes will result a -15 "disfigured" opinion relations penalty with other colonists. Eye can be surgically replaced with [[bionic eye|bionic]] or [[archotech eye]], though they are rather expensive. | ||
+ | |||
+ | ===== Ears ===== | ||
+ | *Health: 10 | ||
+ | Includes : | ||
+ | *Right Ear | ||
+ | *Left Ear | ||
+ | Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in deafness. A lost or damaged ear can be replaced with a [[cochlear implant]]. Some ear function is required for trading and wardening. However, colonists who cannot hear can still interact socially with other colonists. | ||
+ | |||
+ | Currently, loud noises like gunshots do not inflict pain or damage on the ears. | ||
+ | |||
+ | ===== Nose ===== | ||
+ | *Health: 10 | ||
+ | Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose will result in the -15 "disfigured" thought relations penalty with other colonists. | ||
+ | |||
+ | ===== Jaw ===== | ||
+ | *Health: 20 | ||
+ | Functions for [[#Eating|eating]] and talking. Colonists without jaws will eat slowly and talk with difficulty. Lost or damaged jaws can be surgically replaced with a [[denture]]. | ||
+ | |||
+ | === 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. Neck damage make colonists bleed out very fast. Loss of the neck results in death, due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]]. | ||
+ | |||
+ | ==== 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 colonist to [[#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. Functionality can be restored by installing a [[bionic spine]], which gives 100% effectiveness. | ||
+ | |||
+ | ==== 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. There is currently no way to repair or replace a shattered pelvis. | ||
+ | |||
+ | ==== Sternum ==== | ||
+ | *Health: 25 | ||
+ | Front part of the [[#Rib|rib cage]]. | ||
+ | |||
+ | ==== Ribcage ==== | ||
+ | *Health: 30 | ||
+ | Damage to ribcage is relatively harmless and only causes pain. | ||
+ | Loss of ribcage pending tests | ||
+ | |||
+ | ==== Lung ==== | ||
+ | *Health: 20 | ||
+ | Includes : | ||
+ | *Right Lung | ||
+ | *Left Lung | ||
+ | *Lethal if both lungs lost. | ||
+ | |||
+ | Colonists have two lungs, a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung, Losing both lungs means instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out quite fast when injured, but are otherwise generally survivable. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate [[trader]]s occasionally have organs for sale. | ||
+ | |||
+ | ==== Stomach ==== | ||
+ | |||
+ | *Health: 25 | ||
+ | |||
+ | The stomach is a digestive organ and metabolism source. Hard metabolish and eating penalties upon loss. | ||
+ | |||
+ | ==== Heart ==== | ||
+ | *Health: 20 | ||
+ | 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 ==== | ||
+ | *Health: 20 | ||
+ | Includes : | ||
+ | *Right Kidney | ||
+ | *Left Kidney | ||
+ | *Lethal if both lost | ||
+ | Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale. | ||
+ | |||
+ | === Arm === | ||
+ | *Health: 30 | ||
+ | Includes : | ||
+ | *Right Arm | ||
+ | *Left Arm | ||
+ | Arms are required for [[#Working|working]], and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a [[simple prosthetic arm]] or a more expensive [[bionic arm]]. Simple versions are only 50% as effective whereas bionic versions are 40% ''more'' efficient than a natural limb. | ||
+ | |||
+ | ==== Humerus ==== | ||
+ | *Health: 25 | ||
+ | Includes : | ||
+ | *Right Humerus | ||
+ | *Left Humerus | ||
+ | Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus is equivalent to losing the entire arm, with a complete loss of functionality for the arm, meaning the arm can no longer do [[#Working|work]]. Definitely not funny. | ||
+ | |||
+ | ==== Radius ==== | ||
+ | *Health: 20 | ||
+ | Includes : | ||
+ | *Right Radius | ||
+ | *Left Radius | ||
+ | Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of [[#Working|working]] ability for the affected arm if shattered. | ||
− | == | + | ==== Hand ==== |
− | |||
− | |||
− | + | *Health: 20 | |
− | + | Includes : | |
− | + | *Right Hand | |
+ | *Left Hand | ||
+ | Hands are the containers for fingers, and are required for [[#Working|working]]. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[power claw]] or a [[field hand]] bought from traders or crafted after researching [[Research#Specialized Limbs|Spesialized limbs]]. Both provide 100% bodypart efficency but 8% [[moving|movement]] penalty. [[Field hand]] increases [[Plant Work Speed|Plant work speed]] by 160% and [[power claw]] is a lethal melee weapon. It is still possible to [[:File:No hands stripping.png|strip without hands]]. | ||
− | == | + | ===== Fingers ===== |
− | + | *Health: 7 | |
− | + | Includes : | |
− | [[ | + | *Right Thumb |
+ | *Right Index Finger | ||
+ | *Right Middle Finger | ||
+ | *Right Ring Finger | ||
+ | *Right Pinky | ||
+ | *Left Thumb | ||
+ | *Left Index Finger | ||
+ | *Left Middle Finger | ||
+ | *Left Ring Finger | ||
+ | *Left Pinky | ||
+ | Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to [[manipulation]]. | ||
− | + | === Leg === | |
− | + | *Health: 30 | |
+ | Includes : | ||
+ | *Right Leg | ||
+ | *Left Leg | ||
+ | Every colonist has two legs. One-legged humans walk slower, and destruction of both removes the ability to [[#Moving|walk]] at all. A lost or damaged leg can be replaced either with a [[peg leg]]. [[simple prosthetic leg]] or a more expensive [[bionic leg]]. Peg legs are only 60% effective, simple prosthetics are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. | ||
− | + | ==== Tibia ==== | |
+ | *Health: 25 | ||
+ | Includes : | ||
+ | *Right Tibia | ||
+ | *Left Tibia | ||
+ | Lower leg bone, required for [[#Moving|walking]]. When shattered, results in a complete loss of function of the leg containing the bone. | ||
− | + | ==== Femur ==== | |
− | * | + | *Health: 25 |
− | + | Includes : | |
+ | *Right Femur | ||
+ | *Left Femur | ||
+ | Upper leg bone, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[#Moving|walking]] ability on being shattered. | ||
− | == | + | ==== Foot ==== |
− | = | + | *Health: 20 |
− | + | Includes : | |
− | + | *Right Foot | |
− | + | *Left Foot | |
− | + | Humans have two feet, needed for [[#Moving|walking]]. There are also the container for the toes. | |
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− | === | + | ===== Toes ===== |
− | + | *Health: 7 | |
− | + | Includes : | |
− | + | *Right Little Toe | |
− | + | *Right Fourth Toe | |
− | + | *Right Middle Toe | |
− | + | *Right Second Toe | |
− | + | *Right Big Toe | |
− | + | *Left Little Toe | |
− | + | *Left Fourth Toe | |
− | + | *Left Middle Toe | |
+ | *Left Second Toe | ||
+ | *Left Big Toe | ||
+ | Probably the most minor injuries a colonist can have would be to the toes. They hurt a colonists' [[#Moving|walking]] by a small amount. | ||
− | + | <references /> | |
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− | </ | ||
− | === | + | == Body Part Groups == |
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− | + | Each bodypart is part of a bodypartgroup. [[Armor]] and [[Clothing]] can go over one or more of these bodypartgroups, but they can't go over individual bodyparts. | |
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− | + | {{:Table of Human Body Part Groups}} | |
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− | === | + | == Body Parts (Summary) == |
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− | + | Being biological creatures, humans have a lot of body parts that work together to make them tick. | |
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− | + | Special Notes: | |
− | + | *Brain injuries are always permanent and will '''never''' heal on their own. Eye injuries have a much greater chance of being permanent than usual. | |
− | + | {{:Table of Human Body Parts}} | |
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− | == | + | == Butchering == |
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− | + | Humans can be butchered for human meat and human leather. These resources give mood penalties. The nullifying traits for humans are Cannibal and Bloodlust. | |
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