![]() ![]() The pelvis is critical for moving, and damage will result in the pawn becoming incapable of walking. It can be replaced with a bionic spine or repaired with healer mech serum or luciferium. Shattering the spine results in complete paralysis, presumably below the neck. Clavicles cannot be destroyed by damage but will cause pain until healed.Ĭolonists need their spine for moving and working. Clavicles are considered a part of the arm, and will be removed (along with the rest of the natural arm) if a prosthesis is installed. The clavicles are the bones between the neck and shoulder, and are required for the colonist's arms to function. Loss of the neck results in death due to disconnecting the brain from the core part, the torso. Neck damage makes colonists bleed out very fast. A majority of human characters will die from torso injury/destruction long before they die of anything else. 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. The torso is the core part of a colonist. A destroyed or lost tongue causes a pawn to be considered disfigured.Ī destroyed or lost jaw causes a pawn to be considered disfigured. Lost or damaged tongues can be surgically replaced with a bionic tongue. Colonists can still eat without a tongue, but at very slow pace. Required for Talking and important for Eating. It can be replaced with an aesthetic nose with the Royalty DLC. 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. Though required for smelling, there is no smelling system in place for RimWorld. Loud noises like gunshots do not inflict pain or damage on the ears. A destroyed or lost ear causes a pawn to be considered disfigured. Damaged or lost ears can be replaced with a bionic ear. Hearing helps in trade price improvement. Losing both ears results in total deafness. A destroyed or lost eye causes a pawn to be considered disfigured.Įars are required for hearing things in the world. Lost or damaged eyes can be surgically replaced with a bionic or archotech equivalent, though these are expensive and uncraftable respectively. Eyes have a high chance to be permanently injured (scar) when damaged. It's required for consciousness, sight processing, hearing processing, moving, and working.Įyes are required for seeing. The skull cannot be destroyed by damage but will cause pain until healed. It's worth noting that an injury cannot hit the brain without hitting the skull as well. However, brain tissue always scars and sufficient damage may render a colonist unconscious forever.Ĭontains the brain. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the machine pistol can hit the brain and not kill the colonist. While humans can survive headshots, damage to the brain is still a serious issue. Technically, you don't need the head itself to live, but it is necessary to contain the brain. This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.Ĭontainer of the skull, eyes, ears, nose, and jaw. ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.↑ If Moving drops below 16% a pawn cannot move.↑ 7.0 7.1 This part has no coverage and cannot be damaged.↑ This is the part that everything else connects to to be considered 'connected'.↑ Note that capacities can affect other capacities in turn.↑ What apparel coverage covers this body part.Different damage types can propagate damage in different ways and cause parts to be hit more often than this table shows. ↑ Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account.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. Internal parts can only be targeted when their parent part has been and take damage along with the parent part. 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. External parts cover their parent part and take hits for them. ↑ Coverage is used to determine the chance for this body part to be targeted. ![]()
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