Difference between revisions of "Bionic leg"
Line 15: | Line 15: | ||
| marketvalue = 1030 | | marketvalue = 1030 | ||
}}{{Info|Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's [[Move Speed|move speed]] by 12.5% for each one installed.}} | }}{{Info|Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's [[Move Speed|move speed]] by 12.5% for each one installed.}} | ||
− | |||
+ | ==Acquisition== | ||
+ | It can be bought from [[trade]]rs or crafted at a [[fabrication bench]] with 15 [[plasteel]] and 4 [[advanced component]]s. They require a crafting skill of 8. | ||
+ | |||
+ | ==Analysis== | ||
+ | For 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. | ||
As with all bionics, it will give a mood buff to anyone with the Transhumanist [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. | As with all bionics, it will give a mood buff to anyone with the Transhumanist [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. | ||
Revision as of 04:31, 8 January 2021
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 Items – Body Parts
- Mass
- 8 kg
- HP
- 50
- Flammability
- 70%
Creation
- Work To Make
- 26,000 ticks (7.22 mins)
Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's move speed by 12.5% for each one installed.
Acquisition
It can be bought from traders or crafted at a fabrication bench with 15 plasteel and 4 advanced components. They require a crafting skill of 8.
Analysis
For 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. As with all bionics, it will give a mood buff to anyone with the Transhumanist trait and a heavy penalty to anyone with the Body purist trait.
Version history
- Beta 19 - received a nerf to efficiency but is now craftable.