Difference between revisions of "Heart"

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| hp = 50
 
| hp = 50
 
| flammability = 1.0
 
| flammability = 1.0
| marketvalue  = 500
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| marketvalue  = 1200
 
| thingCategories = BodyPartsNatural
 
| thingCategories = BodyPartsNatural
 
}}
 
}}
The '''heart''' is an organ that pumps blood through the circulatory system. The heart accounts for up to 100% of a person's [[blood pumping]]. Destruction of the heart is instantly fatal.  
+
The '''heart''' is an organ that pumps blood through the circulatory system. Destruction of the heart is instantly fatal.  
  
 
Pawns can suffer from an [[artery blockage]], which reduces [[Blood Pumping|pumping efficiency of blood]], or from [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated.
 
Pawns can suffer from an [[artery blockage]], which reduces [[Blood Pumping|pumping efficiency of blood]], or from [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated.
  
 
==Acquisition==
 
==Acquisition==
{{see also|Human resources}}
+
{{see also|Human resources#Organ harvesting{{!}}Human resources}}
While most [[animals]] have hearts, the heart item can only be acquired by either harvesting them from [[human]] [[pawns]] through the "Harvest Heart" [[surgery]] bill, or by installing a [[prosthetic heart]] or [[bionic heart]] into a human with the heart being provided as a byproduct. The harvesting bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. For details on the bills for installing artificial hearts, see the relevant part's page.
+
Heart items are harvested from live [[human]]s through [[surgery]]. The heart must be perfectly healthy in order to obtain the item; you won't retrieve a heart from a pawn with artery blockage, for example. This bill requires 1 of any type of medicine to perform. [[Doctoring#Success_chance|Success chance]] is dependent on a number of factors, including bed [[quality]], [[Room stats|room cleanliness]], and doctor skill - specifically the doctor's [[Medical Surgery Success Chance]]. Hearts can be directly harvested, but installing a [[prosthetic heart]] or [[bionic heart]] will also net an organic heart. Removing the heart, without replacing it, will kill the pawn.
  
One heart can be taken from a healthy patient but any damage, infection, carcinoma or other issue affecting a heart will prevent harvesting and prevent a heart being produced when replaced by an artificial organ. Harvesting the heart, rather than replacing it, will always kill the patient.
+
Removing a heart from a guest or prisoner will decrease faction [[goodwill]] by 160 points, to a cap of -100; -80 for the surgery, and -80 for murder. Replacing a healthy guest's heart with a prosthetic only incurs the former penalty. Other colony members can get potentially tremendous [[mood]] penalties, which all stack:
 
+
: {{--|5}} for "Someone's organ harvested" (any organ); {{--|6}} if colonist
Removing a heart from a guest or prisoner decreases [[faction]] goodwill by 20 points down to a max of -100, and creates a -5 [[mood]] to your pawns for 8 days due to "someone's organ harvested", stacking up to 5 times, with a 0.75x multiplier. Surgery on your own people gives "colonist's organ harvested" which is statistically identical to the previous mood penalty, however both types of mood penalties stack. Lastly as the pawn is killed by taking the organ, the members of the colony gets an additional a -6 for 5 days.
+
: {{--|6}} for "Someone organ-murdered"
 
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: {{--|5}} for "Witnessed ally's death" (on colonist)
Pawns with the Bloodlust and Psychopath [[trait]] are not affected by the harvesting of other people. If the heart is replaced with an artificial heart of any kind, there is no mood penalty.
+
: {{--|4}} for "Observed corpse"
 +
Pawns with the [[Bloodlust]] or [[Psychopath]] traits, or those with an [[Ideoligion]] with [[Ideoligion#Organ use|Organ Use: Acceptable]]{{IdeologyIcon}} are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use.
  
 
Hearts can also be acquired through [[trading]] with faction settlements or Exotic Goods traders.
 
Hearts can also be acquired through [[trading]] with faction settlements or Exotic Goods traders.
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
+
The heart is a vital organ for humans. It accounts for up to 100% of a person's [[Blood Pumping]]. Blood Pumping has a 0.2x effect on [[Consciousness]], so losing 20% Blood Pumping means -4% Consciousness, which itself affects a variety of important stats. Blood Pumping has a direct impact (0.2x) on [[Moving]], and the loss of Consciousness further slows the pawn down (losing 20% Blood Pumping = -8% Moving). Finally, loss of Blood Pumping decreases the [[Rest Rate Multiplier]], making a pawn sleep for longer periods. Improving Blood Pumping past 100% increases Moving and Rest, but not Consciousness.
Summary stuff goes here
+
 
 +
Hearts can be damaged by disease, drugs, or combat. Organic hearts are vulnerable to [[artery blockage]]s and [[heart attack]]s.
  
===Installation===
+
=== Installation ===
{{stub|section=1}}
+
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 8.
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 8.
 
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
+
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
  
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.
  
==Analysis==
+
== Analysis ==
While hearts can be harvested from prisoners, guests, and your own colonists, generally it is preferable to harvest from prisoners because removing the heart is fatal.  Killing a guest or your own colonist carries a significant mood penalty.
+
Harvesting from a guest will inflict massive [[goodwill]] penalties, and harvesting from a colonist will bring even more [[mood]] penalties, so simply steal organs from a prisoner.
 
 
There are two primary reasons to harvest an organ - trade and transplantation.
 
 
 
===Transplantation===
 
Hearts can be damaged by disease, drugs, or combat. Damage to the Heart reduces Blood Pumping (up to 100% when totally destroyed). This has several effects - the first is up to a 20% reduction in [[Consciousness]] which in turn affects almost every task a pawn can perform - making them worse in basically every way.
 
 
 
The second effect is up to a ?% reduction in the [[Moving]] capacity, in turn affecting both [[Move Speed]] and [[Melee Dodge Chance]]. This effect stacks with the consciousness penalty and can significantly affect performance of a pawn in any combat or any task that requires moving or collecting ingredients.
 
 
 
Finally, damage to the Blood Pumping capacity reduces the [[Rest Rate Multiplier]] which makes a pawn sleep for longer periods to
 
become fully rested.
 
  
Heart transplants can also be used to treat [[Injury#Heart Attack|heart attack]]s, which can be fatal if not treated, and [[Artery blockage]] which both reduce heart efficiency and can cause heart attacks. Lastly total destruction of the heart is instantly fatal.  Thus, it is recommended to replace damaged hearts on valuable colonists as soon as possible. However, unlike other organs, artificial variants of the heart exist, with the [[prosthetic heart]] being inferior to a healthy natural one, and the [[bionic heart]] being superior, offering small buffs to [[Moving]] and [[Rest Rate Multiplier]]. Thus, if the mood penalties of harvesting cannot be withstood, options exist.
+
The [[prosthetic heart]] is inferior to an organic heart in function, and the [[bionic heart]] is superior, but both are immune to artery blockages and heart attacks, and installing either will cure both. Installing a [[prosthetic heart]] on an otherwise healthy pawn gives you the more valuable organic heart. This inflicts no penalties on colonists/prisoners, but gives a -80 [[goodwill]] malus on guests from nonhostile factions.
  
===Trade===
+
There are also concerns installing a heart. Unlike the bionic heart, and like the prosthetic heart, there is a 25% chance of instant death in the event of failed installation. This makes it significantly riskier to install. Additionally, it requires a medical skill of 8 to attempt compared to the prosthetic heart's 4 and the bionic's 5.
Each heart is worth {{P|Market Value Base}} silver, and only has a mass of {{P|Mass Base}} . The abundant supply of [[raiders]] means that, if the mood penalty can be withstood, a significant amount of value can be extracted from them without having to keep prisoners and wait for a Slave Trader or Royal Tribute Collector {{RoyaltyIcon}}.
 
  
Because removing the heart is fatal, it's actually suboptimal to remove when the other organs are all okay. The [[Liver]], [[Lung]]s, and [[Kidney]]s are also options for harvesting. If willing to organ-murder the donor, the optimum is removing:
+
Total destruction of the heart is instantly fatal, while Consciousness is a very important stat. Thus, you should replace damaged hearts as soon as possible. Pawns using [[wake-up]] or of old age are particularly vulnerable to heart attacks, so installing an artificial heart early may be helpful.
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}
 
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}
 
* 1x Heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}}
 
For a total of {{icon|silver|{{#expr:{{Q|Heart|Market Value Base}} + {{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.
 
  
If the Heart is unavailable you can take the Liver instead which has the same value but weighs twice as much. If that is also unavailable, the second lung and then the second kidney are the optimal options.
+
=== Trade ===
Removing the heart, liver, second lung or second kidney are all fatal and prevent further harvesting.  
+
Hearts are worth {{icon Small|silver||{{Q|Heart|Market Value Base}}}}, worth exactly the same as a [[liver]]. However, the heart can be replaced by a [[prosthetic heart]]; by installing the prosthetic, you can obtain both the heart and the liver, or obtain a heart and keep the pawn alive.
  
If unwilling to organ murder the donor, the best option is to harvest
+
A completely removed heart/liver will kill a pawn, and installing a prosthetic heart has a chance to kill. Therefore, it's best to harvest a [[kidney]] and a [[lung]] before taking the heart. This is worth {{icon Small|silver||{{Q|Lung|Market Value Base}}}} + {{icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{icon Small|silver||{{Q|Liver|Market Value Base}}}} = {{icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}}, before accounting for [[Trade Price Improvement|Market Price]] or the prosthetic heart. This comes at the usual mood penalties, unless you have a colony filled with [[Psychopath]]s or a favorable [[Ideoligion]]{{IdeologyIcon}}. A Royal Tribute Collector{{RoyaltyIcon}} will ignore lost organs for sold prisoners, as long as they can walk.
* 1x Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}
 
* 1x Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}
 
For a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}} + {{Q|Lung|Market Value Base}}}}}}.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Item form added, and now harvestable.
 
* [[Version/0.7.581|0.7.581]] - Item form added, and now harvestable.
 +
* ? (Possibly 1.4) - Market value increased from {{Icon small|silver||500}} [[silver]] to {{Icon small|silver||1200}} [[silver]].
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Organ]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Organ]]

Latest revision as of 06:24, 12 April 2023

Heart

Heart

A biological human heart. Pumps blood around the body.

Base Stats

Type
Medical ItemsBody Parts
Market Value
1200 Silver
Mass
1 kg
HP
50
Flammability
100%
Technical
thingCategories
BodyPartsNatural


The heart is an organ that pumps blood through the circulatory system. Destruction of the heart is instantly fatal.

Pawns can suffer from an artery blockage, which reduces pumping efficiency of blood, or from heart attacks, which can be fatal if not treated.

Acquisition[edit]

Heart items are harvested from live humans through surgery. The heart must be perfectly healthy in order to obtain the item; you won't retrieve a heart from a pawn with artery blockage, for example. This bill requires 1 of any type of medicine to perform. Success chance is dependent on a number of factors, including bed quality, room cleanliness, and doctor skill - specifically the doctor's Medical Surgery Success Chance. Hearts can be directly harvested, but installing a prosthetic heart or bionic heart will also net an organic heart. Removing the heart, without replacing it, will kill the pawn.

Removing a heart from a guest or prisoner will decrease faction goodwill by 160 points, to a cap of -100; -80 for the surgery, and -80 for murder. Replacing a healthy guest's heart with a prosthetic only incurs the former penalty. Other colony members can get potentially tremendous mood penalties, which all stack:

−5 for "Someone's organ harvested" (any organ); −6 if colonist
−6 for "Someone organ-murdered"
−5 for "Witnessed ally's death" (on colonist)
−4 for "Observed corpse"

Pawns with the Bloodlust or Psychopath traits, or those with an Ideoligion with Organ Use: AcceptableContent added by the Ideology DLC are not affected by the harvesting of other people. Other Ideologion precepts may change moodlets for harvest and organ use.

Hearts can also be acquired through trading with faction settlements or Exotic Goods traders.

Summary[edit]

The heart is a vital organ for humans. It accounts for up to 100% of a person's Blood Pumping. Blood Pumping has a 0.2x effect on Consciousness, so losing 20% Blood Pumping means -4% Consciousness, which itself affects a variety of important stats. Blood Pumping has a direct impact (0.2x) on Moving, and the loss of Consciousness further slows the pawn down (losing 20% Blood Pumping = -8% Moving). Finally, loss of Blood Pumping decreases the Rest Rate Multiplier, making a pawn sleep for longer periods. Improving Blood Pumping past 100% increases Moving and Rest, but not Consciousness.

Hearts can be damaged by disease, drugs, or combat. Organic hearts are vulnerable to artery blockages and heart attacks.

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 8.

Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

If the operation fails, the part has a chance[What Chance?] to be destroyed. If the installation surgery fails, there is also a 25% chance that the patient dies. Thus, as the maximum success chance of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.

Analysis[edit]

Harvesting from a guest will inflict massive goodwill penalties, and harvesting from a colonist will bring even more mood penalties, so simply steal organs from a prisoner.

The prosthetic heart is inferior to an organic heart in function, and the bionic heart is superior, but both are immune to artery blockages and heart attacks, and installing either will cure both. Installing a prosthetic heart on an otherwise healthy pawn gives you the more valuable organic heart. This inflicts no penalties on colonists/prisoners, but gives a -80 goodwill malus on guests from nonhostile factions.

There are also concerns installing a heart. Unlike the bionic heart, and like the prosthetic heart, there is a 25% chance of instant death in the event of failed installation. This makes it significantly riskier to install. Additionally, it requires a medical skill of 8 to attempt compared to the prosthetic heart's 4 and the bionic's 5.

Total destruction of the heart is instantly fatal, while Consciousness is a very important stat. Thus, you should replace damaged hearts as soon as possible. Pawns using wake-up or of old age are particularly vulnerable to heart attacks, so installing an artificial heart early may be helpful.

Trade[edit]

Hearts are worth Silver 1,200, worth exactly the same as a liver. However, the heart can be replaced by a prosthetic heart; by installing the prosthetic, you can obtain both the heart and the liver, or obtain a heart and keep the pawn alive.

A completely removed heart/liver will kill a pawn, and installing a prosthetic heart has a chance to kill. Therefore, it's best to harvest a kidney and a lung before taking the heart. This is worth Silver 1,000 + Silver 900 + Silver 1,200 = Silver 3100, before accounting for Market Price or the prosthetic heart. This comes at the usual mood penalties, unless you have a colony filled with Psychopaths or a favorable IdeoligionContent added by the Ideology DLC. A Royal Tribute CollectorContent added by the Royalty DLC will ignore lost organs for sold prisoners, as long as they can walk.

Version history[edit]

  • 0.7.581 - Item form added, and now harvestable.
  • ? (Possibly 1.4) - Market value increased from Silver 500 silver to Silver 1200 silver.