Body Parts

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Body parts are - as the name would obviously imply - the parts of an organic orautonomouscreature. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs andbionics.

Given the procedural and random generation of individuals inRimWorld, some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.

Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.

Body Part Groups[edit]

Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Shoulder).Armor andClothing cover and protect all the body parts in that specific group.

  • Body Part Group NameContents
    Torsoclavicles, sternum, ribs, pelvis, spine, stomach, heart, lungs, kidneys, liver, neck
    UpperHeadhead, skull, brain, ears
    FullHeadhead, skull, brain, eyes, ears, nose, jaw
    Shouldersshoulders
    Armsarms, hands, humeri, radii
    Handshands, fingers.
    LeftHandleft hand, left hand fingers
    RightHandright hand, right hand fingers
    Legslegs, feet, femurs, tibiae
    Feetfeet, toes

Body Parts (Summary)[edit]

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]

Body Parts (Detailed)[edit]

This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information. Damaged body part causes pain, destroyed parts do not. Damage to a body part associated to a capacity will lower said capacity proportional to the HP lost and the importance of the part in question. For example, 1 HP lost on the left lung of an otherwise healthy human pawn will reduce breathing by 3.4%.
For ease of navigation, each part is grouped into the groupsHead,Torso,Arms,Legs.

Head related parts

Head[edit]

  • 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 (via the skull).

Skull[edit]

Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.
Can be extracted by pawns with theSkullspike: DesiredContent added by the Ideology DLC precept to create aSkull item.


Brain[edit]
  • Lethal if destroyed/removed.

Source ofconsciousness of the pawn, which in turn affectssight processing,hearing processing,moving, andworking.


Eyes[edit]

Includes :

  • Right Eye
  • Left Eye

Eyes are required forseeing. Eyes have a high chance to bescarred when damaged. A destroyed or lost eye causes a pawn to be considereddisfigured.


Ears[edit]

Includes :

  • Right Ear
  • Left Ear

Ears are required forhearing. A destroyed or lost ear causes a pawn to be considereddisfigured.
Loud noises like gunshots do not inflict pain or damage on the ears.


Nose[edit]

No in-game function. A destroyed or lost nose causes a pawn to be considereddisfigured.
It can be replaced with anaesthetic nose with theRoyalty DLCContent added by the Royalty DLC or restored with aHealer mech serum.

Tongue[edit]

Required fortalking and important foreating. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with abionic tongue. A destroyed or lost tongue causes a pawn to be considereddisfigured.

Jaw[edit]

Required fortalking and important foreating. A destroyed or lost jaw causes a pawn to be considereddisfigured due to losing the attacked Tongue.
Missing Jaws can be replaced with aBionic jaw, but this won't remove the disfigured social penalty.

Torso related parts

Torso[edit]

  • 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.

Neck[edit]

  • Lethal if destroyed/removed.

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 thebrain from the core part, thetorso.

Spine[edit]

Required formoving. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with abionic spine or repaired withhealer mech serum orluciferium.

Pelvis[edit]

Required formoving. Indestructible by damage, but will cause pain until healed.

Sternum[edit]

Front part of therib cage. The sternum cannot be destroyed by damage, but will cause pain until healed.

Ribcage[edit]

The ribcage cannot be destroyed by damage, but will cause pain until healed.

Lung[edit]

Includes :

  • Right Lung
  • Left Lung
  • Lethal if both lungs lost.

Required forbreathe. 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. Slave and exotic goods traders occasionally have organs for sale.

Stomach[edit]

Stomachs affect a pawn'sDigestion, which in turn affectsRest Rate Multiplier. A pawn can survive losing a stomach.Gut worms can infect the stomach and increase hunger and pain.

Liver[edit]

  • Lethal if lost.

Source of a pawn'sDigestion. Livers can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.

Heart[edit]

  • Lethal if lost.

Source of a pawn'sBlood Pumping. Hearts can be harvested and transplanted - albeit at the cost of the donor's life. Slave and exotic goods traders occasionally have these organs for sale.

Kidney[edit]

Includes :

  • Right Kidney
  • Left Kidney
  • Lethal if both lost

Kidneys are required forblood filtration. A loss of blood filtration efficiency also results indrastically reduceddisease 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 and exotic goods traders occasionally have these organs for sale.

Arm related parts

Shoulder[edit]

Includes :

  • Right Shoulder
  • Left Shoulder

Linked toManipulation. In humans, each shoulder has an arm and clavicle subparts.
Despite its name, allarm replacements are installed on the shoulder.

Clavicle[edit]

Includes :

  • Right Clavicle
  • Left Clavicle

Linked toManipulation. Indestructible by damage. It never scars.
Allarm replacements remove this part.

Arm[edit]

Includes :

  • Right Arm
  • Left Arm

Linked toManipulation. In humans, each arm has a humerus, radius, and hand subpart.
Allarm replacements remove this part.

Humerus[edit]

Includes :

  • Right Humerus
  • Left Humerus

Upper bones of the arm. Linked toManipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.

Radius[edit]

Includes :

  • Right Radius
  • Left Radius

Forearm bones. Linked toManipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.

Hand[edit]

Includes :

  • Right Hand
  • Left Hand

Linked toManipulation. Each hand contains 5 fingers.
If lost, it can be replaced by aWooden hand,power claw, orField handContent added by the Royalty DLC. Alternatively, replacing the whole arm will also restore function to the limb.

Fingers[edit]

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 5% manipulation.


Leg related parts:

Leg[edit]

Includes :

  • Right Leg
  • Left Leg

Linked tomoving. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.
Any leg replacement will also replace all subparts.

Tibia[edit]

Includes :

  • Right Tibia
  • Left Tibia

Lower leg bone (aka shinbone), linked tomoving. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.


Femur[edit]

Includes :

  • Right Femur
  • Left Femur

Upper leg bone between hip and knee, linked tomoving capacity. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.

Foot[edit]

Includes :

  • Right Foot
  • Left Foot

Humans have two feet, needed formoving. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.

Toes[edit]

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'smoving capacity by a small amount.

Losing a toe will cause a colonist to lose 4% of its moving capacity.


Replacements[edit]

As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crafting/acquiring, but most importantly in how effective the replacement part will be.

Part Efficiency[edit]

A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.

Replacement parts come in rough tech levels, which have a part efficiency range. Parts of higher tech levels tend to have higher part efficiency than those of the previous ones. A word of warning: installation of any replacement body part count as an operation (that can be botched) and requires anesthetics.

Harvested Parts[edit]

As RimWorld has no concept of body part rejection or the difficulty of transplants, 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.


Onlylungs,kidneys,liver, andheart organs are available for harvesting; thestomach is available only if a non-natural replacement is installed. These can be obtained via the harvesting operation or by replacing a healthy organ with some replacement. Amputations never yield body-parts. Both the "donor" and the colony as a whole may receive negativeMood for a harvesting operation. The preceptOrgan useContent added by the Ideology DLC can remove the colony mood penalty of set toAcceptable. There is no voluntary donation mechanic.


Traders sidestep any mood effects for acquiring body parts, unless the preceptOrgan useContent added by the Ideology DLC is set toNo harvest or sell/Totally abhorrent.


Tribal parts[edit]

These are the first and least efficient replacements available, requiring no research to unlock. Part efficiency varies from 60-80%, and include:

Denture,Wooden hand,Peg leg,Wooden foot

Prostheses[edit]

Prosthetic body parts are roughly equivalent to early 21st century prostheses. They requireSteel Steel andComponent Components to build. They can be built on a Machining Table after theProsthetic research is complete.

Part efficiency varies from 50-85% and include:

Cochlear implant,Prosthetic arm,Prosthetic leg,Prosthetic heart

Bionics[edit]

Bionics are cybernetics as they are found in Science Fiction. Bionics requirePlasteel Plasteel,Advanced component Advanced Components andBionics research, and are generally crafted at a Fabrication bench. Thedetoxifier organs introduced by theBiotech DLCContent added by the Biotech DLC also belong to this level, and require theToxin filtration researchContent added by the Biotech DLC.

They typically have 125% part efficiency, making them direct upgrades for most body parts. Members of this group include:

Bionic arm,Bionic ear,Bionic eye,Bionic heart,Bionic jaw,Bionic leg,Bionic spine,Bionic stomach,Bionic tongue,Detoxifier kidneyContent added by the Biotech DLC,Detoxifier lungContent added by the Biotech DLC

Specialized Bionics[edit]

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 theRoyalty DLCContent added by the Royalty DLC, but a few have been available in the base game for a long time.

Archotech[edit]

Archotech prostheses cannot be crafted, and offer 150% efficiency to the replaced part. These are a direct upgrade to bionic parts, and can only be acquired through trade or quests. There are only 3 members of this tech level:

Archotech arm,Archotech eye,Archotech leg

List of body parts[edit]

The following is a list with all body parts, artificial or otherwise, present in the game. Some act as replacements of the original limb/organ while others attach to it instead:

Arm/Hand
Archotech armBionic armPower clawProsthetic armWooden handDrill armContent added by the Royalty DLCElbow bladeContent added by the Royalty DLCField handContent added by the Royalty DLCHand talonContent added by the Royalty DLCVenom talonContent added by the Royalty DLCFlesh tentacleContent added by the Anomaly DLCFlesh whipContent added by the Anomaly DLC
Head
Archotech eyeBionic eyeBionic earBionic jawBionic tongueCochlear implantDentureAesthetic noseContent added by the Royalty DLC
Head implants
JoywirePainstopperCircadian assistantContent added by the Royalty DLCCircadian half-cyclerContent added by the Royalty DLCGastro-analyzerContent added by the Royalty DLCLearning assistantContent added by the Royalty DLCMindscrewContent added by the Royalty DLCNeurocalculatorContent added by the Royalty DLCPsychic harmonizerContent added by the Royalty DLCPsychic readerContent added by the Royalty DLCPsychic sensitizerContent added by the Royalty DLCVenom fangsContent added by the Royalty DLCControl sublink(Standard,High)Content added by the Biotech DLCMechlinkContent added by the Biotech DLCMech gestation processorContent added by the Biotech DLCRemote repairerContent added by the Biotech DLCRemote shielderContent added by the Biotech DLCRepair probeContent added by the Biotech DLC
Spine
Bionic spineRevenant vertebraeContent added by the Anomaly DLC
Stomach
Bionic stomachNuclear stomachContent added by the Royalty DLCReprocessor stomachContent added by the Royalty DLCSterilizing stomachContent added by the Royalty DLCFleshmass stomachContent added by the Anomaly DLC
Heart
Bionic heartProsthetic heartHeartAdrenal heartContent added by the Anomaly DLCCorrosive heartContent added by the Anomaly DLCMetalblood heartContent added by the Anomaly DLC
Lung
LungDetoxifier lungContent added by the Biotech DLCFleshmass lungContent added by the Anomaly DLC
Kidney
KidneyDetoxifier kidneyContent added by the Biotech DLC
Organs
Liver
Visceral implants
Death acidifierAesthetic shaperContent added by the Royalty DLCCoagulatorContent added by the Royalty DLCHealing enhancerContent added by the Royalty DLCArmorskin glandContent added by the Royalty DLCStoneskin glandContent added by the Royalty DLCToughskin glandContent added by the Royalty DLCImmunoenhancerContent added by the Royalty DLCLove enhancerContent added by the Royalty DLCGhoul platingContent added by the Anomaly DLCGhoul barbsContent added by the Anomaly DLC
Leg/Foot
Archotech legBionic legProsthetic legPeg legWooden footKnee spikeContent added by the Royalty DLC
Related
Psylink neuroformerContent added by the Royalty DLCXenogermContent added by the Biotech DLC
Deprecated
Scyther bladePsychic silencerContent added by the Royalty DLC


Mechanoids[edit]

Differences to biologicals[edit]

Mechanoids work differently from biological creatures: they do not bleed, scar, or heal on their own. Adtionally, many parts are renamed or changed:

Renamed parts[edit]

Heart

  • Renamed to Reactor
  • Blood pumping renamed to Power Generation

Brain

  • Renamed to Artificial Brain
  • Consciousness renamed to Data Processing

Torso

  • Renamed to Thorax


Kidneys

  • Renamed to Fluid Reprocessors
  • No longer labeled as left and right, as they do not always occur in pairs
  • Blood Filtration renamed to Fluid Reprocessing


Eyes

  • Renamed to Sight Sensor


Ears

  • Renamed to Hearing Sensor


Nose

  • Renamed to Chemical Analyzer

Neck

  • Responsible for speaking, instead of the tongue, which mechanoids lack.

Missing parts[edit]

  • Mechanoids lack bones, liver, stomach, jaw, and tongue.


Bulb turret[edit]

  • The bulb turret is a body part found on various types of mechanoid. It functions as an autonomous turret that can fire while the mechanoid is moving, and is used in addition to their main weapon.

Types of Mechanoid Bodies[edit]

There are 13 body types available to mechanoids. See each type for details.

MechanicalCentipede[edit]

    • (Includes Tesseron and Legionary)
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%2%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10213%1%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor10210%0.8%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer10110%0.8%HeadEx.png-Will never take permanent injury
    Mechanical Shoulder25217%2.5%ThoraxEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Arm30285%12%Mechanical ShoulderEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Hand20220%1.2%ArmEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Finger7815%0.43%HandEx.pngManipulation−10% Manipulation.
    Will never take permanent injury
    Leg30220%20%ThoraxEx.pngMoving−50% Moving.
    Will never take permanent injury
    Foot20220%4%LegEx.pngMoving−50% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%4%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10220%1.6%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor1025%0.4%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer1016%0.48%HeadEx.png-Will never take permanent injury
    Leg30418%9%ThoraxEx.pngMoving−25% Moving.
    Will never take permanent injury
    Foot20450%9%LegEx.pngMoving−25% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%2%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10213%1%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor10210%0.8%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer10110%0.8%HeadEx.png-Will never take permanent injury
    Mechanical Shoulder25217%2.5%ThoraxEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Arm30285%7.2%Mechanical ShoulderEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Blade20230%4.3%ArmEx.png-Will never take permanent injury
    Hand20220%1.2%ArmEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Finger7815%0.43%HandEx.pngManipulation−10% Manipulation.
    Will never take permanent injury
    Leg30220%16%ThoraxEx.pngMoving−50% Moving.
    Will never take permanent injury
    Foot20220%4%LegEx.pngMoving−50% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    First body ring501100%14%N/A[4]Ex.pngMoving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Head30115%8.3%First body ringEx.png-Death
    Will never take permanent injury.
    Artificial brain1015%0.75%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury.
    Sight sensor1028%1.2%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury.
    Hearing sensor1028%1.2%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury.
    Chemical analyzer1018%1.2%HeadEx.png-Will never take permanent injury.
    Second body ring40171%11%First body ringEx.pngMoving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Reactor2015%3.6%Second body ringCheck.pngPower GenerationDeath.
    Will never take permanent injury.
    Third body ring35180%54%Second body ringEx.pngMoving
    Manipulation
    Death
    −33.3% Moving
    −33.3% Manipulation
    Will never take permanent injury
    Fluid reprocessor1515%2.8%Third body ringCheck.pngFluid ReprocessingDeath
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%40%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%4.6%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10113%1%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor10110%0.8%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer10110%0.8%HeadEx.png-Will never take permanent injury
    Leg30220%16%ThoraxEx.pngMoving−50% Moving.
    Will never take permanent injury
    Foot20220%4%LegEx.pngMoving−50% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1514%4%ThoraxCheck.pngFluid ReprocessingDeath
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%23%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%4.6%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10113%1%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor10110%0.8%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer10110%0.8%HeadEx.png-Will never take permanent injury
    Shoulder25117%2.5%ThoraxEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Arm30185%10%ShoulderEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Blade20130%4.3%ArmEx.png-Will never take permanent injury
    Leg30220%16%ThoraxEx.pngMoving−50% Moving.
    Will never take permanent injury
    Foot20220%4%LegEx.pngMoving−50% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1514%4%ThoraxCheck.pngFluid ReprocessingDeath
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%4%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10220%1.6%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor1025%0.4%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer1016%0.48%HeadEx.png-Will never take permanent injury
    Leg30418%9%ThoraxEx.pngMoving−25% Moving.
    Will never take permanent injury
    Foot20450%9%LegEx.pngMoving−25% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%4%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10220%1.6%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor1025%0.4%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer1016%0.48%HeadEx.png-Will never take permanent injury
    Leg30418%9%ThoraxEx.pngMoving−25% Moving.
    Will never take permanent injury
    Foot20450%9%LegEx.pngMoving−25% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%2%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10213%1%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor10210%0.8%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer10110%0.8%HeadEx.png-Will never take permanent injury
    Shoulder25217%2.5%ThoraxEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Arm30285%12%ShoulderEx.pngManipulation−50% Manipulation.
    Will never take permanent injury
    Power Claw40220%2.9%ArmEx.png-Will never take permanent injury
    Leg30220%16%ThoraxEx.pngMoving−50% Moving.
    Will never take permanent injury
    Foot20220%4%LegEx.pngMoving−50% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.
  • Body Part NameHealthQuantityCoverage[1]Target Chance[2]Subpart ofInternalCapacity[3]Effect if Destroyed/Removed
    Thorax401100%7%N/A[4]Ex.png-Death
    Will never take permanent injury
    Neck30110%2%ThoraxEx.pngCommunicationDeath
    Will never take permanent injury
    Head30180%2.7%NeckEx.png-Death
    Will never take permanent injury
    Artificial Brain10110%0.8%HeadCheck.pngData ProcessingDeath
    Will never take permanent injury
    Sight Sensor10220%1%HeadEx.pngSight−25% Sight.−100% if both lost.
    Will never take permanent injury
    Hearing Sensor1025%0.8%HeadEx.pngHearing−25% Hearing.−100% if both lost.
    Will never take permanent injury
    Chemical Analyzer1016%0.8%HeadEx.png-Will never take permanent injury
    Leg30418%16%ThoraxEx.pngMoving−25% Moving.
    Will never take permanent injury
    Foot20450%8%LegEx.pngMoving−25% Moving.
    Will never take permanent injury
    Reactor2016%6%ThoraxCheck.pngPower GenerationDeath
    Will never take permanent injury
    Fluid Reprocessor1524%4%ThoraxCheck.pngFluid ReprocessingDeath if both lost
    −50% Fluid reprocessing
    Will never take permanent injury
    Bulb turret4015%5%ThoraxEx.png-Will never take permanent injury.
    1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
    2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as differentdamage types propagate damage in different ways. See that page for details.
    3. Note thatcapacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
    4. This is the part that everything else connects to to be considered 'connected'.

Version history[edit]

  • 0.6.532 - Body parts system added.
  • 0.7.581 - Organ harvesting, transplanting and prosthetics
  • Beta 19/ 1.0 - Combined ribs into rib cage
  • 1.1 - Stomach is no longer a vital organ.
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