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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. |
<div><ul><li style="display: inline-table;"> | <div><ul><li style="display: inline-table;"> | ||
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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"/> | ||
<div><ul><li style="display: inline-table;"> | <div><ul><li style="display: inline-table;"> | ||
{{:Table of Human Body Parts}}</li></ul></div> | {{:Table of Human Body Parts}}</li></ul></div> | ||
<noinclude> | <noinclude> | ||
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==Body Parts (Detailed)== | ==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. | 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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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==== | ||
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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==== | ||
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*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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====Pelvis==== | ====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 | + | 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. |
====Sternum==== | ====Sternum==== | ||
*Health: 25 | *Health: 25 | ||
− | Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage | + | Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage but will cause pain until healed. |
====Ribcage==== | ====Ribcage==== | ||
*Health: 30 | *Health: 30 | ||
− | The ribcage cannot be destroyed by damage | + | The ribcage cannot be destroyed by damage but will cause pain until healed. |
====Lung==== | ====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==== | ||
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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="instantScarring">Confirmed by json on the bugtracker.</ref> 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==== | ||
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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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== 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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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
− | + | ==References== | |
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− | == References == | ||
{{Reflist}} | {{Reflist}} | ||
− | == Version history == | + | ==Version history== |
* [[Version/0.6.532|0.6.532]] - Body parts system added. | * [[Version/0.6.532|0.6.532]] - Body parts system added. | ||
* [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics | * [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics | ||
* Beta 19/ 1.0 - Combined ribs into rib cage | * Beta 19/ 1.0 - Combined ribs into rib cage | ||
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