Difference between revisions of "Bionic ear"
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A colonist with [[hearing loss]] or a [[cochlear implant]] in the non-bionic ear will still have over 100% hearing. | 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. | + | 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 and for pleasing someone with the Body modder [[Trait]]. |
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category: Medical Item]] | [[Category: Medical Item]] | ||
[[Category: Body Part]] | [[Category: Body Part]] |
Revision as of 11:18, 3 October 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
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
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 Bionic Replacements has been researched. They require a crafting skill of 8.
Summary
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Installing requires 2,500 ticks (41.67 secs) of work, and a Medical skill of 5.
Analysis
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 and for pleasing someone with the Body modder Trait.