Human
This page could use some more or updated images. You can help RimWorld Wiki by uploading images to make this page better. Note: Updated anatomy with new positions. |
Human
A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.
Base Stats
Pawn Stats
- Move Speed
- 4.6 c/s
- Health Scale
- 1
- Body Size
- 1
- Mass - Baby
- 12 kg
- Mass - Juvenile
- 30 kg
- Mass - Adult
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Hunger Rate
- 1.6 Nutrition/Day
- Diet
- omnivorous
- Life Expectancy
- 80 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 10%
- Wildness
- 0%
- Minimum Handling Skill
- 7
- Comfortable Temp Range
- 16 °C – 26 °C (60.8 °F – 78.8 °F)
Production
- Meat Yield
- 140 human meat
- Leather Yield
- 75 human leather
- Gestation Period
- 18 days
- Offspring Per Birth
- 1-3 (1.072 avg)
Melee Combat
- Attack 1
- left fist
8.2 dmg (Blunt)
12% AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 2
- right fist
8.2 dmg (Blunt)
12% AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike - Attack 3
- teeth
8.2 dmg (Bite)
12% AP
2 second cooldown - Attack 4
- head
5 dmg (Blunt)
7% AP
2 second cooldown - Average DPS
- 2.29
Humans are the primary inhabitants of the Rimworlds and the foundation of—if not the whole of—player colonies, as well as the only known sapient species in the universe of RimWorld.
Diet[edit]
Humans are omnivores, able to eat all foodstuffs with the exception of hay. Food can generally be gathered by foraging wild berries, hunting wild animals for their meat, farming, and in desperate times or for those of specific tastes, through cannibalism, usually of dead raiders.
Combat[edit]
Humans have the ability to equip a weapon, either melee or ranged. If not equipped with a weapon, they will fight with their fists or relevant artificial body parts.
Butchering[edit]
Like most creatures, humans can be butchered for their meat and leather. However, doing so will inflict negative thoughts on the butcher and all other pawns in the colony, and consuming meat or wearing clothes made of human leather will likewise inflict negative thoughts. However, these thoughts will be nullified or replaced with positive thoughts for pawns with the Cannibal or Bloodlust traits, as well as relevant precepts.
Xenotypes[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Gene editing has created many different subspecies of humans, called xenotypes. They all remain human in nature, dropping human meat and human leather as usual. Humans without any genetic modification are called Baseliners.
Baseliners by faction[edit]
The table below describes the chance for a given pawn from each faction being a baseliner. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
Faction | Chance | |
---|---|---|
![]() |
Gentle tribe | 100% |
![]() |
Fierce tribe | 100% |
![]() |
Savage tribe | 100% |
![]() |
Cannibal tribe![]() |
100% |
![]() |
Nudist tribe![]() |
100% |
![]() |
Fierce neanderthal tribe | 0% |
![]() |
Savage impid tribe | 0% |
![]() |
Civil outlander union | 85% |
![]() |
Rough outlander union | 85% |
![]() |
Rough pig union | 0% |
![]() |
Pirate gang | 70% |
![]() |
Cannibal pirate gang![]() |
70% |
![]() |
Yttakin pirates | 0% |
![]() |
Waster pirates | 2.5% |
![]() |
Shattered empire ![]() |
70% |
Body Parts[edit]
Being biological creatures, humans have a lot of body parts that work together to make them tick.
- Body Part Groups
Each body part is part of a body part group. Armor and Clothing can go over one or more of these body part groups, but they can't go over individual body parts. See table, below.
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 |
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.
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Group[3] | Capacity[4] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|---|
Torso | 40 | 1 | E: 100% | 40.5% | N/A[5] | ![]() |
Torso | - | Death |
Neck | 25 | 1 | E: 7.5% | 1.5% | Torso | ![]() |
Neck | Breathing Eating Talking |
Death |
Head | 25 | 1 | E: 80% | 2.82% | Neck | ![]() |
UpperHead FullHead HeadAttackTool |
- | Death |
Skull | 25 | 1 | I: 18.0% | 0.51% | Head | ![]() |
UpperHead Eyes FullHead |
- | Cannot be destroyed Increasing Pain based on damage. |
Brain | 10 | 1 | I: 80.0% | 0.41% | Skull | ![]() |
UpperHead Eyes FullHead |
Consciousness | Death Damage always results in scarring. |
Eye | 10 | 2 | E: 7.0% | 0.42% | Head | ![]() |
Eyes FullHead |
Sight | -25% Sight. -100% if both lost. -15 Disfigured Social penalty. 0% Hit Chance against Blunt damage. |
Ear | 12 | 2 | E: 7.0% | 0.42% | Head | ![]() |
UpperHead FullHead |
Hearing | -25% Hearing. -100% if both lost. -15 Disfigured Social penalty |
Nose | 10 | 1 | E: 10.0% | 0.6% | Head | ![]() |
FullHead | - | -15 Disfigured Social penalty |
Jaw | 20 | 1 | E: 15.0% | 0.9% | Head | ![]() |
Teeth FullHead |
Eating Talking |
-100% Talking and -90% Eating -15 Disfigured Social penalty |
Tongue | 10[6] | 1 | 0% | 0% | Jaw | ![]() |
FullHead | Eating Talking |
-100% Talking and -50% Eating -15 Disfigured Social penalty |
Waist | 10[6] | 1 | 0% | 0% | Torso | ![]() |
Waist | - | N/A |
Spine | 25 | 1 | I: 2.5% | 1.01% | Torso | ![]() |
Torso | Moving | -100% Moving[7] |
Ribcage | 30 | 1 | I: 3.6% | 1.46% | Torso | ![]() |
Torso | Breathing | Cannot be destroyed Up to -48% Breathing Increasing Pain based on damage. |
Sternum | 20 | 1 | I: 1.5% | 0.61% | Torso | ![]() |
Torso | Breathing | Cannot be destroyed Up to -48% Breathing Increasing Pain based on damage. |
Heart | 15 | 1 | I: 2% | 0.81% | Torso | ![]() |
Torso | Blood Pumping | Death |
Lung | 15 | 2 | I: 2.5% | 1.01% | Torso | ![]() |
Torso | Breathing | -50% Breathing. Death if both lost |
Stomach | 20 | 1 | I: 2.5% | 1.01% | Torso | ![]() |
Torso | Metabolism | -50% Metabolism |
Liver | 20 | 1 | I: 2.5% | 1.01% | Torso | ![]() |
Torso | Blood Filtration Metabolism |
Death |
Kidney | 15 | 2 | I: 1.7% | 0.69% | Torso | ![]() |
Torso | Blood Filtration | -50% Blood Filtration. Death if both lost |
Shoulder | 30 | 2 | E: 12.0% | 2.76% | Torso | ![]() |
Shoulders | Manipulation | -50% Manipulation. -100% if both lost |
Arm | 30 | 2 | E: 77.0% | 7.95% | Shoulder | ![]() |
Arms | Manipulation | -50% Manipulation. -100% if both lost |
Clavicle | 25 | 2 | I: 9% | 1.08% | Shoulder | ![]() |
Torso | Manipulation | Cannot be destroyed Up to -48% Manipulation Increasing Pain based on damage. |
Humerus | 25 | 2 | I: 10.0% | 0.79% | Arm | ![]() |
Arms | Manipulation | -50% Manipulation. -100% if both lost |
Radius | 20 | 2 | I: 10.0% | 0.79% | Arm | ![]() |
Arms | Manipulation | -50% Manipulation. -100% if both lost |
Hand | 20 | 2 | E: 14.0% | 0.83% | Arm | ![]() |
Hands | Manipulation | -50% Manipulation. -100% if both lost |
Pinky Finger | 8 | 2 | E: 6.0% | 0.08% | Hand | ![]() |
Hands LeftHand[8] RightHand[8] |
Manipulation | -8% Manipulation. -16% if both lost |
Ring Finger | 8 | 2 | E: 7.0% | 0.09% | Hand | ![]() |
Hands LeftHand[8] RightHand[8] |
Manipulation | -8% Manipulation. -16% if both lost |
Middle Finger | 8 | 2 | E: 8.0% | 0.1% | Hand | ![]() |
Hands LeftHand[8] RightHand[8] MiddleFingers |
Manipulation | -8% Manipulation. -16% if both lost |
Index Finger | 8 | 2 | E: 7.0% | 0.09% | Hand | ![]() |
Hands LeftHand[8] RightHand[8] |
Manipulation | -8% Manipulation. -16% if both lost |
Thumb | 8 | 2 | E: 8.0% | 0.1% | Hand | ![]() |
Hands LeftHand[8] RightHand[8] |
Manipulation | -8% Manipulation. -16% if both lost |
Pelvis | 25 | 1 | I: 2.5% | 1.01% | Torso | ![]() |
Torso | Moving | Cannot be destroyed Up to -96% Moving. Increasing Pain based on damage. |
Leg | 30 | 2 | E: 14.0% | 12.6% | Torso | ![]() |
Legs | Moving | -50% Moving. -100% if both lost |
Femur | 25 | 2 | I: 10.0% | 1.26% | Leg | ![]() |
Legs | Moving | -50% Moving. -100% if both lost |
Tibia | 25 | 2 | I: 10.0% | 1.26% | Leg | ![]() |
Legs | Moving | -50% Moving. -100% if both lost |
Foot | 25 | 2 | E: 10.0% | 0.85% | Leg | ![]() |
Feet | Moving | -50% Moving. -100% if both lost |
Little Toe | 8 | 2 | E: 6.0% | 0.08% | Foot | ![]() |
Feet | Moving | -4% Moving. -8% if both lost |
Fourth Toe | 8 | 2 | E: 7.0% | 0.1% | Foot | ![]() |
Feet | Moving | -4% Moving. -8% if both lost |
Middle Toe | 8 | 2 | E: 8.0% | 0.11% | Foot | ![]() |
Feet | Moving | -4% Moving. -8% if both lost |
Second Toe | 8 | 2 | E: 9.0% | 0.13% | Foot | ![]() |
Feet | Moving | -4% Moving. -8% if both lost |
Big Toe | 8 | 2 | E: 9.0% | 0.13% | Foot | ![]() |
Feet | Moving | -4% Moving. -8% if both lost |
- ↑ Coverage is used to determine the chance for this body part to be targeted. External parts cover their parent part and take hits for them. For example, the neck, arms and legs have a combined external coverage of 59.5%, so the torso has only a 40.5% chance to be targeted. Internal parts can only be targeted when their parent part has been and take damage along with the parent part. For example, the torso has a 40.5% chance to be targeted and the spine has 2.5% internal coverage so has about a 1.01% chance to be targeted.
- ↑ Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account. Different damage types can propagate damage in different ways and cause parts to be hit more often than this table shows. See page for details.
- ↑ What apparel coverage covers this body part.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ 6.0 6.1 This part has no coverage and cannot be damaged.
- ↑ If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.
Version history[edit]
- Beta 19/ 1.0 - Debuffed fists very slightly (~5%) in cooldown