Difference between revisions of "Cochlear implant"

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{{stub}}{{infobox main|
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{{infobox main|
 
| name = Cochlear implant
 
| name = Cochlear implant
 
| image = Health item prosthetic.png
 
| image = Health item prosthetic.png
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| tradeTags = TechHediff
 
| tradeTags = TechHediff
 
| techHediffsTags = Simple
 
| techHediffsTags = Simple
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| body part = Ear
 
}}
 
}}
 
'''Cochlear implants''' are an [[artificial body part]] that replaces a pawn's ear. replacement with 65% efficiency.
 
'''Cochlear implants''' are an [[artificial body part]] that replaces a pawn's ear. replacement with 65% efficiency.
  
 
== Acquisition ==
 
== Acquisition ==
Cochlear implants 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}}.
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{{Acquisition}}
  
 
They can also be purchased from traders or occasionally found installed on [[raiders]]
 
They can also be purchased from traders or occasionally found installed on [[raiders]]
  
 
== Summary ==
 
== Summary ==
Cochlear implants replace the user's [[Table of Human Body Parts|organic ear]]. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%. This partially replaces the functionality of a normal ear -  as a 75% weighting is placed on the more capable part when calculating [[hearing]], the effect depends on whether the implant is the more capable part. If it is the most capable part, it results in in restoring 48.75% [[hearing]], or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear.  
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Cochlear implants replace the user's [[Table of Human Body Parts|organic ear]]. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%, which impacts [[Hearing]]. Cochlear implants also remove the "''Disfigured''" [[social|opinion penalty]] held by other pawns from having a missing ear.
  
Hearing, in turn, affects the following [[stats]]: {{#ask: [[Hearing Importance::+]]}}. For full details, see those pages.
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The more capable ear is responsible for 75% of Hearing. If the implant is the most capable part, it results in restoring 48.75% [[hearing]], or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear. Hearing, in turn, affects the following [[stats]]: {{#ask: [[Hearing Importance::+]]}}. For full details, see those pages.
  
Cochlear implants remove the "''Disfigured''" [[social|opinion penalty]] held by other pawns that a missing ear otherwise inflicts.
+
For a pawn at 100% quality, the first prosthetic ear results in a 4% reduction in character quality, and a second further reduces it by 14% for a total reduction of 18%. Each implant increases the pawn's wealth by a flat $220 per prosthetic in addition to the character quality reduction.
  
Each prosthetic ear 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, cochlear implants will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.
  
As an artificial part, cochlear implants will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait, and a mood penalty to anyone with the [[Traits#Body purist|Body purist]] trait.
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=== Installation ===
 +
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
=== Installation ===
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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.
{{stub|section=1}}
 
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
 
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
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If the operation fails, the part will be destroyed.
 
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
 
  
 
== Analysis ==
 
== Analysis ==
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# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
 
# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
 
# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
 
# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously if a [[bionic ear]] cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}} As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.
+
Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously recommended if a [[bionic ear]] cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}} As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.  
 
 
The cochlear implant also acts as a cosmetic replacement for a missing ear, so can be used to removed the "Disfigured" [[social]] penalty a missing ear inflicts.  
 
  
There is also a niche use for [[Traits#Body modder|Body modder]] pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to transhumanist even in the early game, so long as they are never expected to do anything social or train animals.
+
There is also a niche use for [[Body modder]] pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to body modders / transhumanists even in the early game, so long as they are never expected to do anything social or train animals.
  
{| class="wikitable"
+
{{Hearing Part Efficiency Table}}
|-
 
! rowspan=2; colspan=2; | [[Hearing]] !! colspan=5; | Right ear
 
|-
 
! ''Deaf'' !! Cochlear implant !! ''Organic ear'' !! [[Bionic ear]]
 
|-
 
! rowspan=5; | Left ear
 
! ''Deaf''
 
| <span style="color:firebrick; font-weight:bold">  0%</span> || <span style="color:firebrick; font-weight:bold"> 49%</span> || <span style="color:firebrick; font-weight:bold"> 75%</span> || <span style="color:firebrick; font-weight:bold"> 94%</span>
 
|-
 
! Cochlear implant
 
| <span style="color:firebrick; font-weight:bold"> 49%</span> || <span style="color:firebrick; font-weight:bold">65%</span> || <span style="color:firebrick; font-weight:bold"> 91%</span> || <span style="color:forestgreen; font-weight:bold">110%</span>
 
|-
 
! ''Organic ear''
 
| <span style="color:firebrick; font-weight:bold"> 75%</span> || <span style="color:firebrick; font-weight:bold"> 91%</span> || <span style="color:black; font-weight:bold">100%</span> || <span style="color:forestgreen; font-weight:bold">119%</span>
 
|-
 
! [[Bionic ear]]
 
| <span style="color:firebrick; font-weight:bold"> 94%</span> || <span style="color:forestgreen; font-weight:bold">110%</span> || <span style="color:forestgreen; font-weight:bold">119%</span> || <span style="color:forestgreen; font-weight:bold">125%</span>
 
|}
 
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]

Latest revision as of 21:40, 25 September 2024

Cochlear implant

Cochlear implant

An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
220 Silver
Flammability
70%
Body Part
Ear

Creation

Crafted At
Machining table
Required Research
Prosthetics
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 20 + Component 4
Technical
techHediffsTags
Simple
tradeTags
TechHediff


Cochlear implants are an artificial body part that replaces a pawn's ear. replacement with 65% efficiency.

Acquisition[edit]

Cochlear implants can be crafted at a machining table once the prosthetics research project has been completed. Each requires Steel 20 Steel, Component 4 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

They can also be purchased from traders or occasionally found installed on raiders

Summary[edit]

Cochlear implants replace the user's organic ear. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%, which impacts Hearing. Cochlear implants also remove the "Disfigured" opinion penalty held by other pawns from having a missing ear.

The more capable ear is responsible for 75% of Hearing. If the implant is the most capable part, it results in restoring 48.75% hearing, or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear. Hearing, in turn, affects the following stats: Conversion Power, Negotiation Ability, Social Impact, Tame Animal Chance, Trade Price Improvement, Train Animal Chance. For full details, see those pages.

For a pawn at 100% quality, the first prosthetic ear results in a 4% reduction in character quality, and a second further reduces it by 14% for a total reduction of 18%. Each implant increases the pawn's wealth by a flat $220 per prosthetic in addition to the character quality reduction.

As an artificial part, cochlear implants 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 4.

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]

The hearing capacity only affects two different work types:

  1. Social - Wardening and Trade; and
  2. Animals - Taming and Training

Hearing also affects social ineraction between pawns, so an implant will slightly increase their chances to share a double bed. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously recommended if a bionic ear cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%. As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.

There is also a niche use for Body modder pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 mood buff to body modders / transhumanists even in the early game, so long as they are never expected to do anything social or train animals.

Hearing Right ear
Deaf Hearing loss Cochlear implant Organic ear Bionic ear
Left ear Deaf 000% 037.5% 049% 075% 094%
Hearing loss 037.5% 050% 061.25% 087.5% 106.25%
Cochlear implant 049% 061.25% 065% 091% 110%
Organic ear 075% 087.5% 091% 100% 119%
Bionic ear 094% 106.25% 110% 119% 125%