Difference between revisions of "Bionic ear"
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− | | image = | + | {{infobox main| |
− | | | + | | name = Bionic ear |
− | | | + | | image = Health item bionic.png|Bionic ear |
+ | | type = Medical Items | ||
+ | | type2 = Body Parts | ||
| description = 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. | | description = 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. | ||
− | | | + | | resource 1 = Plasteel |
− | | | + | | resource 1 amount = 10 |
− | + | | resource 2 = Advanced component | |
− | + | | resource 2 amount = 3 | |
− | + | | work to make = 26000 | |
− | + | | mass base = 0.1 | |
− | | | + | | hp = 50 |
− | | | + | | flammability = 1.0 |
− | | | + | | marketvalue = 785 |
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}} | }} | ||
+ | A '''Bionic ear''' is an ear replacement that has 125% efficiency, increasing [[hearing]] by providing 25% better part efficiency. | ||
− | + | ==Acqusition== | |
+ | Bionic ears can be purchased from traders or crafted with {{icon|plasteel|10}} [[plasteel]] and {{icon|advcomponent|3}} [[Advanced component]]s on the [[fabrication bench]] after [[Research#Bionics|bionics]] has been researched. | ||
+ | |||
+ | == Usage == | ||
+ | Since the game gives a greater weighting on the more capable part when calculating hearing, with it contributing to 75% of a pawn's hearing capability, installing a single bionic ear increases hearing by 19%, and a second increases it by 6% to the expected 125%. | ||
A colonist with [[ailments#Hearing_Loss|hearing loss]] or a [[cochlear implant]] in the non-bionic ear will still have over 100% hearing. | A colonist with [[ailments#Hearing_Loss|hearing loss]] or a [[cochlear implant]] in the non-bionic ear will still have over 100% hearing. | ||
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Hearing impacts only social skills and animal taming/training. However, all hearing-based stats have a 100% cap on the amount of hearing considered — there is no benefit to having a hearing higher than 100%. This makes bionic ears only useful when a colonist already has damaged hearing. | Hearing impacts only social skills and animal taming/training. However, all hearing-based stats have a 100% cap on the amount of hearing considered — there is no benefit to having a hearing higher than 100%. This makes bionic ears only useful when a colonist already has damaged hearing. | ||
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
+ | [[Category: Medical Item]] | ||
+ | [[Category: Body Part]] |
Revision as of 01:25, 8 January 2021
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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
- Work To Make
- 26,000 ticks (7.22 mins)
A Bionic ear is an ear replacement that has 125% efficiency, increasing hearing by providing 25% better part efficiency.
Acqusition
Bionic ears can be purchased from traders or crafted with 10 plasteel and 3 Advanced components on the fabrication bench after bionics has been researched.
Usage
Since the game gives a greater weighting on the more capable part when calculating hearing, with it contributing to 75% of a pawn's hearing capability, installing a single bionic ear increases hearing by 19%, and a second increases it by 6% to the expected 125%.
A colonist with hearing loss or a cochlear implant in the non-bionic ear will still have over 100% hearing.
Hearing impacts only social skills and animal taming/training. However, all hearing-based stats have a 100% cap on the amount of hearing considered — there is no benefit to having a hearing higher than 100%. This makes bionic ears only useful when a colonist already has damaged hearing.