Body Parts

From RimWorld Wiki
Jump to navigation Jump to search
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social
Health Body Parts Capacities Injury Disease Ailments

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.

  • Body Part Group Name Contents
    Torso clavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck
    UpperHead head, skull, brain, ears
    FullHead head, skull, brain, eyes, ears, nose, jaw
    Shoulders shoulders
    Arms arms, hands, humeri, radii
    Hands hands, fingers.
    LeftHand left hand, left hand fingers
    RightHand right hand, right hand fingers
    Legs legs, feet, femurs, tibiae
    Feet feet, toes

Body Parts (Summary)

Being biological creatures, humans have a lot of body parts that work together to make them tick.

  • Brain injuries instantly scar and never heal.[1]
  • Heart injuries instantly scar and never heal.[1]
  • Body Part Name Health Quantity Value Coverage (per part)[2] Group Function / Required for following System Effect if Destroyed/Removed Part Index [3]
    Torso 40 1   - Core Part[4] Living in general Death 0
    Neck 30 1   7.5% Part of Torso Breathing, eating, talking Death 12
    Head 30 1 80% Part of Neck Houses skull, eyes, ears, nose, jaw Death 13
    Skull 30 1   12.0% Inside Head Houses brain Death 14
    Brain 10 1   80.0% Inside Skull Consciousness, sight, hearing, moving, manipulation Death 15
    Eye 10 2   5.0% Part of Head Sight Loss of sight/Blindness, Disfigured social penalty 16, 17
    Ear 10 2   5.0% Part of Head Hearing Loss of hearing/Deafness 18, 29
    Nose 10 1   8.0% Part of Head   Disfigured social penalty 20
    Jaw 20 1   15.0% Part of Head Eating, talking Unable to eat,[5] Unable to talk 21
    Waist 100[6] 1   0% Inside Torso None [7] N/A 44
    Spine 20 1   2.0% Inside Torso Moving, manipulation Paralysis (Cannot move, cannot work) 4
    Rib 15 12   0.1% Inside Torso     1
    Sternum 25 1   0.5% Inside Torso     2
    Heart 20 1 $500 1.5% Inside Torso Blood pumping Death 6
    Lung 20 2 $400 3.0% Inside Torso Breathing Death (if both lost) 7, 8
    Stomach 25 1   5.0% Inside Torso Eating   5
    Liver 20 1 $500 1.5% Inside Torso Metabolism Death 11
    Kidney 20 2 $250 3.0% Inside Torso Blood filtration Death (if both lost) 9, 10
    Shoulder 30 2   10.0% Part of Torso Manipulation Loss of manipulation ability/Unable to work (if both lost) 22, 33
    Arm 30 2   95.0% Shoulder Manipulation Loss of manipulation ability/Unable to work (if both lost) 24, 35
    Clavicle 25 2   0.5% Inside Torso Manipulation Loss of manipulation ability/Unable to work (if both lost) 23, 34
    Humerus 25 2   10.0% Inside Arm Manipulation Loss of manipulation ability/Unable to work (if both lost) 25, 36
    Radius 20 2   10.0% Inside Arm Manipulation Loss of manipulation ability/Unable to work (if both lost) 26, 37
    Hand 20 2   20.0% Arm Manipulation Loss of manipulation ability/Unable to work (if both lost) 27, 38
    Fingers 9 10   5.0% Hand Manipulation Loss of manipulation ability (minor) 28 - 32, 39 - 43
    Pelvis 25 1   0.5% Inside Torso Moving Incapacitation (Cannot move) 3
    Leg 30 2   10.0% Part Torso Moving Loss of moving ability/Unable to move (if both lost) 45, 54
    Femur 25 2   10.0% Inside Leg Moving Loss of moving ability/Unable to move (if both lost) 46, 55
    Tibia 25 2   10.0% Inside Leg Moving Loss of moving ability/Unable to move (if both lost) 47, 56
    Foot 20 2   20.0% Leg Moving Loss of moving ability/Unable to move (if both lost) 48, 57
    Toes 9 10   5.0% Foot Moving Loss of moving ability (minor) 59 - 53, 68 - 72
    1. 1.0 1.1 Confirmed by json on the bugtracker.
    2. Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.
    3. Part Index is Left, Right. Fingers - Pinky, Ring, Middle, Index, Thumb. Toes - Little, Forth, Middle, Second, Big. Ribs - First, Second, Third, Etc.
    4. This is the part that everything else connects to to be considered 'connected'.
    5. A colonist with a missing jaw can still eat (albeit very slowly). A jaw can be replaced by installing a denture. A denture requires no materials other than medicine.
    6. This part is indestructible.
    7. This part serves no function except as a place to wear belts on.

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.


  • Health: 30
  • 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.

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 scars and sufficient damage may render a colonist unconscious forever.


  • Health: 30
  • 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.

  • Health: 10
  • Lethal if destroyed/removed.

The most important organ of a colonist. It's required for consciousness, sight processing, hearing processing, moving, and working.


  • Health: 10

Includes :

  • Right Eye
  • Left Eye

Eyes are required for seeing. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a bionic or archotech equivalent, though these are expensive and uncraftable respectively.


  • Health: 10

Includes :

  • Right Ear
  • Left Ear

Ears are required for 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.


  • 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.


  • Health: 20

Required for 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.


  • Health: 40
  • Core Part
  • 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.


  • Health: 30
  • 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 from the core part, the torso.


  • Health: 25

Includes :

  • Right Clavicle
  • Left Clavicle

The clavicles are the bones between the 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.


  • Health: 35

Colonists need their spine for 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.


  • Health: 25

The pelvis is critical for moving, and shattering it results in paraplegia (paralysis below the waist). A pawn with a shattered pelvis will be totally unable to move or work. If rescued, they will be permanently bed-bound. It can only be repaired with healer mech serum or luciferium, both of which are not readily available to most colonies.


  • Health: 25

Front part of the rib cage. Like ribs, it only causes pain if destroyed.


  • 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.


  • 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 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.


  • Health: 30

Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to eat. A colonist without a stomach can still eat, though very slowly. Gut worms can infect the stomach and increase hunger and pain.


  • Health: 20

The heart is needed for blood pumping in colonists. Complete destruction of the heart results in instant death.

Worth noting that, like the brain, the heart always scars,[1] and never heals naturally. This is less severe than a brain scar, which could put 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.


  • Health: 20

Includes :

  • Right Kidney
  • Left Kidney
  • Lethal if both lost

Kidneys are required for 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.


  • Health: 30

Includes :

  • Right Arm
  • Left Arm

Arms are required for working, and are containers for the 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 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.


  • 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 renders the entire arm completely unusable. Like the rest of the arm's constituent parts, it is fully replaced by a prosthesis.


  • Health: 20

Includes :

  • Right Radius
  • Left Radius

Forearm bones, similar to humerus in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.


  • Health: 20

Includes :

  • Right 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 Content added by the Royalty DLC, for full effectiveness and improved Plant Work Speed in exchange for -8% movement speed. Alternatively, the whole arm can be replaced, hand included.

  • 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 working (though it's usually so small it's difficult to notice).

Losing a finger will cause the colonist to lose 10% manipulation.


  • Health: 30

Includes :

  • Right 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 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.


  • Health: 25

Includes :

  • Right 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.


  • Health: 25

Includes :

  • Right Femur
  • Left Femur

Upper leg bone between hip and knee, the same in terms of injury as the tibia, with a loss of moving capacity on being shattered.


  • Health: 20

Includes :

  • Right 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.

  • 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

Injuries to the toes are among the most minor a colonist can sustain. 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.


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

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.

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 a operation (that can be botched) and requires anesthetics.


Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require Steel Steel and 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 are cybernetics as they are found in Science Fiction. Bionics require Plasteel Plasteel, 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 prostheses are only available through quest rewards, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, but can only be acquired through trade or quests. They cannot be crafted.

List of body parts


  1. Confirmed by json on the bugtracker.

Version History

  • 0.6.532 - Body parts system added.
  • 0.7.581 - Organ harvesting, transplanting and prosthetics