Difference between revisions of "Bionic spine"

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(Added crafting info and where to obtain.)
 
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{{stub}}
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{{infobox main|
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| name = Bionic spine
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| image = Health item bionic.png|Bionic spine
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| type = Medical Items
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| type2 = Body Parts
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| tech level = Spacer
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| description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
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| production facility 1 = Fabrication bench
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| resource 1 = Plasteel
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| resource 1 amount = 15
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| resource 2 = Advanced component
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| resource 2 amount = 4
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| research = Bionic replacements
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| work to make = 26000
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| skill 1 = Crafting
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| skill 1 level = 8
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| mass base = 2
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| hp = 50
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| flammability = 1.0
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| marketvalue  = 1030
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| tradeTags = TechHediff, Bionic
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| techHediffsTags = Advanced
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| body part = Spine
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}}
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A '''bionic spine''' is an [[artificial body part]] that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.
  
{{Define|Body Part
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== Acquisition ==
| image = Artificial Organ
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{{Acquisition}}
| always haulable = true
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| def name = BionicSpine
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They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.
| description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core,surrounded by a lattice-dust healing system. It matches the performance of a biological spine
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| graphic class = Graphic_Single
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== Summary ==
| graphic path = Things/Item/BodyPart/ArtificialOrgan
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The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the [[bad back]] condition. It otherwise provides no other statistical, curative, or preventative benefit.
| is body part = true
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| label = bionic leg
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=== Installation ===
| parent name = BodyPartBase
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Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
| path cost = 10
 
| selectable = true
 
| thing class = ThingWithComps
 
| ticker type = Never
 
| use hit points = true
 
| flammability base = 1.0
 
| market value base = 1500
 
| max hit points base = 50
 
| mass = 2.00 kg
 
}}
 
  
Bionic spines are a spine replacement added in Beta 19. It provides 100% efficiency.
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Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
  
Installing a bionic spine requires 2 medicine.
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If the operation fails, the part has a 100% chance to be destroyed.
  
They can be purchased from traders or crafted with {{icon|plasteel|15}} and {{icon|advcomponent|4}}.
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== Analysis ==
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As it does not provide additional efficiency, it's best as a replacement for a bad spine.  Bionic spines can cure colonists with scarred or shattered spines, as well as the [[bad back]] condition from old age. Bad backs and scars are only otherwise curable with [[luciferium]], a [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}} bioregeneration cycle, or the [[Genes#Scarless|scarless]] gene,{{BiotechIcon}} which is naturally found on [[Sanguophage]]s.{{BiotechIcon}} A shattered spine can only otherwise be cured by a healer mech serum.  
  
=== Usage ===
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The bionic spine can also be useful to give to [[body modder]]s for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However [[bionic eye]]s, [[bionic leg|legs]], and [[bionic arm|arm]]s all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant [[capacity]]. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on [[Blindsight]]{{IdeologyIcon}} pawns.
  
As it does not provide additional efficiency, it's best as a reserve body part, i.e. to replace spines of colonists with shattered ones so they can walk again.
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== Version history ==
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* [[Version/0.19.2009|0.19.2009]] - Added.
  
{{nav/body_parts}}
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{{nav|body parts|wide}}
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]

Latest revision as of 21:13, 25 September 2024

Bionic spine

Bionic spine

An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver
Mass
2 kg
HP
50
Flammability
100%
Body Part
Spine

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
techHediffsTags
Advanced
tradeTags
TechHediff, Bionic


A bionic spine is an artificial body part that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.

Acquisition[edit]

Bionic spines can be crafted at a fabrication bench once the bionic replacements research project has been completed. Each requires Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.

They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.

Summary[edit]

The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the bad back condition. It otherwise provides no other statistical, curative, or preventative benefit.

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

If the operation fails, the part has a 100% chance to be destroyed.

Analysis[edit]

As it does not provide additional efficiency, it's best as a replacement for a bad spine. Bionic spines can cure colonists with scarred or shattered spines, as well as the bad back condition from old age. Bad backs and scars are only otherwise curable with luciferium, a healer mech serum, biosculpter podContent added by the Ideology DLC bioregeneration cycle, or the scarless gene,Content added by the Biotech DLC which is naturally found on Sanguophages.Content added by the Biotech DLC A shattered spine can only otherwise be cured by a healer mech serum.

The bionic spine can also be useful to give to body modders for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However bionic eyes, legs, and arms all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant capacity. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on BlindsightContent added by the Ideology DLC pawns.

Version history[edit]