Body Parts

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Body parts are - as the name would obviously imply - the parts of an organic or autonomous creature. These parts include limbs, organs and even artificial body parts, such as prosthetic limbs and bionics.
Given the procedural and random generation of individuals in RimWorld, 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==
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Shoulder). Armor and Clothing cover and protect all the body parts in that specific group. 
==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.Please see BodyParts_General.xml. The chance is set to 9999999.
==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. 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 groups Head, Torso, Arms, Legs.
:: Head related parts
===Head===
*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====
Contains the brain. Indestructible by damage. Lost hit points will cause pain until healed.
Can be extracted by pawns with the Skullspike: Desired precept to create a Skull item.
=====Brain=====
*Lethal if destroyed/removed.
Source of consciousness of the pawn, which in turn affects sight processing, hearing processing, moving, and working.
====Eyes====
Includes :
*Right Eye
*Left Eye
Eyes are required for seeing. Eyes have a high chance to be scarred when damaged. A destroyed or lost eye causes a pawn to be considered disfigured.
====Ears====
Includes :
*Right Ear
*Left Ear
Ears are required for hearing. A destroyed or lost ear causes a pawn to be considered disfigured.
Loud noises like gunshots do not inflict pain or damage on the ears.
====Nose====
No in-game function. A destroyed or lost nose causes a pawn to be considered disfigured.
It can be replaced with an aesthetic nose with the Royalty DLC or restored with a Healer mech serum.
====Tongue====
Required for talking and important for eating. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a bionic tongue. A destroyed or lost tongue causes a pawn to be considered disfigured.
====Jaw====
Required for talking and important for eating. A destroyed or lost jaw causes a pawn to be considered disfigured due to losing the attacked Tongue.
Missing Jaws can be replaced with a Bionic jaw, but this won't remove the disfigured social penalty.
:: Torso related parts
===Torso===
*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====
*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 the brain from the core part, the torso.
====Spine====
Required for moving. 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.
====Pelvis====
Required for moving. Indestructible by damage, but will cause pain until healed.
====Sternum====
Front part of the rib cage. The sternum cannot be destroyed by damage, but will cause pain until healed.
====Ribcage====
The ribcage cannot be destroyed by damage, but will cause pain until healed.
====Lung====
Includes :
*Right Lung
*Left Lung
*Lethal if both lungs lost.
Required for breathe. 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 ====
Stomachs affect a pawn's Digestion, which in turn affects . A pawn can survive losing a stomach. Gut worms can infect the stomach and increase hunger and pain.
==== Liver ====
*Lethal if lost.
Source of a pawn's Digestion. 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====
*Lethal if lost.
Source of a pawn's Blood 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====
Includes :
*Right Kidney
*Left Kidney
*Lethal if both lost
Kidneys are required for blood filtration. 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 and exotic goods traders occasionally have these organs for sale.
::Arm related parts
===Shoulder===
Includes :
*Right Shoulder
*Left Shoulder
Linked to Manipulation. In humans, each shoulder has an arm and clavicle subparts.
Despite its name, all arm replacements are installed on the shoulder.
====Clavicle====
Includes :
*Right Clavicle
*Left Clavicle
Linked to Manipulation. Indestructible by damage. It never scars.
All arm replacements remove this part.
===Arm===
Includes :
*Right Arm
*Left Arm
Linked to Manipulation. In humans, each arm has a humerus, radius, and hand subpart.
All arm replacements remove this part.
====Humerus====
Includes :
*Right Humerus
*Left Humerus
Upper bones of the arm. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
====Radius====
Includes :
*Right Radius
*Left Radius
Forearm bones. Linked to Manipulation. It never scars.
Like the rest of the arm's constituent parts, it is fully replaced by an arm prosthesis.
====Hand====
Includes :
*Right Hand
*Left Hand
Linked to Manipulation. Each hand contains 5 fingers.
If lost, it can be replaced by a Wooden hand, power claw, or Field hand . Alternatively, replacing the whole arm will also restore function to the limb.
=====Fingers=====
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===
Includes :
*Right Leg
*Left Leg
Linked to moving. In humans, it also contains Tibia, Femur, Foot, and 5 Toes as subparts.
Any leg replacement will also replace all subparts.
====Tibia====
Includes :
*Right Tibia
*Left Tibia
Lower leg bone (aka shinbone), linked to moving. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.
====Femur====
Includes :
*Right Femur
*Left Femur
Upper leg bone between hip and knee, linked to moving capacity. When shattered, results in a complete loss of function of the leg containing the bone. It never scars.
====Foot====
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.
=====Toes=====
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.
</noinclude>
== Replacements ==
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 ===
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 ===
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.
Only lungs,kidneys, liver, and heart organs are available for harvesting; the stomach 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 negative Mood for a harvesting operation. The precept Organ use can remove the colony mood penalty of set to Acceptable. There is no voluntary donation mechanic.
Traders sidestep any mood effects for acquiring body parts, unless the precept Organ use is set to No harvest or sell/Totally abhorrent.
=== Tribal parts ===
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 ===
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They require Steel and Components to build. They can be built on a Machining Table after the Prosthetic research is complete.
Part efficiency varies from 50-85% and include:
:Cochlear implant, Prosthetic arm, Prosthetic leg, Prosthetic heart
=== Bionics ===
Bionics are cybernetics as they are found in Science Fiction. Bionics require Plasteel, Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. The detoxifier organs introduced by the Biotech DLC also belong to this level, and require the Toxin filtration research.
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 kidney, Detoxifier lung
=== 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 ===
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 ===
: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:
== Mechanoids ==
===Differences to biologicals===
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====
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====
*Mechanoids lack bones, liver, stomach, jaw, and tongue.
====Bulb turret====
*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===
There are 13 body types available to mechanoids. See each type for details.
====MechanicalCentipede====
* (Includes Tesseron and Legionary)
== Version history ==
* 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.
Category:Health #Body Parts