Difference between revisions of "Bionic leg"

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{{Define|Body Part
+
{{infobox main|
| image = Artificial Organ
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| name = Bionic leg
| always haulable = true
+
| image = Health item bionic.png
| def name = BionicLeg
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| type = Medical Items
| description = Bionic leg uses cutting-edge technology to give its owner extreme walking comfort and strength.
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| type2 = Body Parts
| graphic class = Graphic_Single
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| tech level = Spacer
| graphic path = Things/Item/BodyPart/ArtificialOrgan
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| description = An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
| is body part = true
+
| production facility 1 = Fabrication bench
| label = bionic leg
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| research = Bionic replacements
| parent name = BodyPartBase
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| skill 1 = Crafting
| path cost = 10
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| skill 1 level = 8
| selectable = true
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| resource 1 = Plasteel
| thing class = ThingWithComps
+
| resource 1 amount = 15
| ticker type = Never
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| resource 2 = Advanced component
| use hit points = true
+
| resource 2 amount = 4
| flammability base = 1.0
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| work to make = 26000
| market value base = 1500
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| mass base = 8
| max hit points base = 50
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| hp = 50
|mass = 8
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| flammability = 0.7
}}
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| marketvalue  = 1030
{{Info|Bionic legs can sometimes be purchased from traders. A bionic leg can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 140% efficiency, increasing a colonist's move speed by 20% for each installed.
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| tradeTags = TechHediff, Bionic
}}
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| techHediffsTags = Advanced
 +
| thingSetMakerTags = RewardStandardMidFreq
 +
| body part = Leg
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}}{{Info|'''Bionic legs''' are a [[artificial body part]] that replaces a pawn's leg. They not only replace a damaged or destroyed leg, but improve over the natural limb. They are superior to all other legs save the [[archotech leg]].}}
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== Acquisition ==
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{{Acquisition}}
  
{{nav/body_parts}}
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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.
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== Summary ==
 +
Bionic legs replace the user's [[Table of Human Body Parts|entire organic leg]]. They are universal and can be installed on either the left or right side. The bionic leg has a part efficiency of 125%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a [[Moving]] importance of 50%, it results in an increase in moving of 12.5% over natural for each bionic leg installed.
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Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and an improvement in [[melee dodge chance]] equivalent to an additional {{+|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.125}}}} levels of [[Melee]] skill per leg replaced.
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Each bionic leg results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.{{Check Tag|Values}}
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As an artificial part, bionic legs will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.
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=== Installation ===
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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.
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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.
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If the operation fails, the part will be destroyed.
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== Analysis ==
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{{stub|section=1|reason= Missing prioirities, combat use etc.}}
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For all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map, over researchers who sit in one place. For people who dislike using killboxes, they are useful for [[kiting]].
 +
 
 +
Unlike organic parts, bionic legs don't contain subparts - all damage is taken by the main, 30 HP part, instead of spread throughout bones and toes. This means that a bionic leg is easier to destroy. However, the bionic part never feels [[pain]], never [[Blood loss|bleeds]], and can never lose toes in the first place.
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{{Moving Part Efficiency Table}}
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== Version history ==
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* [[Version/0.19.2009|0.19.2009]] - Received a nerf to efficiency but is now craftable.
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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 leg

Bionic leg

An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver
Mass
8 kg
HP
50
Flammability
70%
Body Part
Leg

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
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced
tradeTags
TechHediff, Bionic


Bionic legs are a artificial body part that replaces a pawn's leg. They not only replace a damaged or destroyed leg, but improve over the natural limb. They are superior to all other legs save the archotech leg.

Acquisition[edit]

Bionic legs 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]

Bionic legs replace the user's entire organic leg. They are universal and can be installed on either the left or right side. The bionic leg has a part efficiency of 125%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a Moving importance of 50%, it results in an increase in moving of 12.5% over natural for each bionic leg installed.

Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and an improvement in melee dodge chance equivalent to an additional +2.25 levels of Melee skill per leg replaced.

Each bionic leg results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.[Values]

As an artificial part, bionic legs will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.

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 will be destroyed.

Analysis[edit]

For all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map, over researchers who sit in one place. For people who dislike using killboxes, they are useful for kiting.

Unlike organic parts, bionic legs don't contain subparts - all damage is taken by the main, 30 HP part, instead of spread throughout bones and toes. This means that a bionic leg is easier to destroy. However, the bionic part never feels pain, never bleeds, and can never lose toes in the first place.

Moving Right leg
No leg Peg leg Wooden foot Prosthetic leg Organic leg Bionic leg Archotech leg
Left leg
No leg 0% 30% 40% 42.5% 50% 62.5% 75%
Peg leg 30% 60% 70% 72.5% 80% 92.5% 105%
Wooden foot 40% 70% 80% 82.5% 90% 102.5% 115%
Prosthetic leg 42.5% 72.5% 82.5% 85% 92.5% 105% 117.5%
Organic leg 50% 80% 90% 92.5% 100% 112.5% 125%
Bionic leg 62.5% 92.5% 102.5% 105% 112.5% 125% 137.5%
Archotech leg 75% 105% 115% 117.5% 125% 137.5% 150%

Version history[edit]

  • 0.19.2009 - Received a nerf to efficiency but is now craftable.