Difference between revisions of "Bionic ear"
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== Acquisition == | == Acquisition == | ||
− | Bionic ears can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] of {{P|Skill 1 Level}} | + | Bionic ears can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. |
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward. | They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward. |
Revision as of 10:59, 5 June 2022
Bionic ear
An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
Base Stats
- Type
- Medical Items – Body Parts
- Mass
- 0.1 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
A Bionic ear is an artificial body part that replaces the ear and provides 125% part efficiency, improving the hearing of the implantee.
Acquisition
Bionic ears can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require 10 Plasteel, 3 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.
They can also be bought from exotic traders, Empire traders, and at Outlander faction bases. They are also sometimes offered as a quest reward.
Summary
Bionic ears have a part efficiency of 125%. Since there is 75% weighting placed on the more capable part when calculating a pawn's hearing capability, installing a single bionic ear increases hearing by 19%, and a second increases it by a further 6% for a total of 125%. Note that as of the time of writing, hearing over 100% does not improve any stat beyond that which an healthy pawn would already have.
Bionic ears fully replace a missing natural ear, including removing the "Disfigured" opinion penalty from other pawns. They are universal and can be installed on either the left or right.
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 5.
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
While it is significantly better than a Cochlear implant, with a part efficiency of 125% vs. 65%, its rare that the bionic ear is necessary. There is no benefit to having a hearing higher than 100%, and the only stats hearing does affect are those pertaining to Social and Animal handling tasks, so the only pawns that could benefit from a bionic ear are colonists who both serve one/both of those roles and have damaged hearing.
Keep in mind that if your colonist only suffers from hearing loss, since hearing is weighted 75% for the better ear, replacing just one pushes hearing over 100% and so one is all that is needed. If the ear is totally destroyed however, this will only get the value to 94%. Even in that case, a bionic ear and a cochlear implant provides 110% hearing and is significantly cheaper than two bionic ears. A colonist with hearing loss or a cochlear implant in the non-bionic ear will still have over 100% hearing.
Body modders, of course, will benefit from anything that does not hurt their functionality in the colony, but unless they are performing the social/animal roles, the cheaper cochlear implant serves just as well.