Difference between revisions of "Peg leg"
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The bottom line is that while a peg leg is significantly better than having a missing leg, its replacement with a modern prosthesis should be strongly considered, depending how much that colonist relies on "movement" to do their job(s). | The bottom line is that while a peg leg is significantly better than having a missing leg, its replacement with a modern prosthesis should be strongly considered, depending how much that colonist relies on "movement" to do their job(s). | ||
− | : (In cases where only the foot is missing, a [[wooden foot]] will also restore some mobility with only half the movement penalty and the exact same material and research requirements, so upgrading is less of an improvement.) | + | : ''(Footnote: In cases where only the foot is missing, a [[wooden foot]] will also restore some mobility with only half the movement penalty and the exact same material and research requirements, so upgrading is less of an improvement.)'' |
So, remembering that 1 peg leg leaves the colonist at 80% movement, the options are: | So, remembering that 1 peg leg leaves the colonist at 80% movement, the options are: | ||
− | + | ||
+ | *[[prosthetic leg]] (market value 260/) '''92.5%''' for 1 leg. Prosthetic legs are slower than natural legs, but 80% to 92.5% is a ''relative'' +16% increase in movement speed, so a noticeable improvement. | ||
+ | * [[bionic leg]] (market value 1,030/) '''112.5%''' for replacing 1 leg, which is a ''relative'' +40% improvement over 80%! At this point, it might even be worth replacing both for 125% movement, if your colony, and the patient's mood, can afford it. | ||
+ | * [[archotech leg]] (market value 2,800/) '''125%''' movement for 1 leg,150% movement for both! | ||
Each peg leg results in -10% character quality and thus a 10% reduction in the affected individual's pawn value. | Each peg leg results in -10% character quality and thus a 10% reduction in the affected individual's pawn value. |
Revision as of 02:47, 21 January 2022
Peg leg
A wood log fashioned into a crude but effective artificial leg.
Base Stats
- Type
- Medical Items – Body Parts
- Weapon Class
- Medieval
Creation
- Work To Make
- 0 ticks (0 secs)
- techHediffsTags
- Poor
- tradeTags
- TechHediff
Peg legs are a prosthetic replacement for a pawn's leg. It is the worst kind of leg available, but is better than having a missing foot or leg.
Acquisition
A peg leg requires no previous work to turn into a prosthesis before installation. Instead, when ordering a surgical operation on a pawn, a wooden log is consumed and the peg leg is added to the pawn. Notably, when removed the peg leg turns back into a wooden log.
Summary
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Summary stuff goes here
Installation
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Installing the part requires 1,500 ticks (25 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 3.
Removing the part requires ? of work, 2x medicine of herbal quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
Each peg leg has a 60% part efficiency, averaged between two legs. As a pawns Moving stat relies on both legs, this translates to an averaged 20% reduction in Move Speed to an otherwise healthy pawn, per peg leg added. This is significantly better than having a disabled or missing foot or leg however, which removes an averaged 50% mobility per leg affected (0 mobility for the loss of both legs).
A peg leg is a significant impediment to a pawn as most activities will involve walking. Additionally it also affects Melee Dodge Chance. With an 1800% importance placed on movement, the loss of 20% results in loss of dodge chance equivalent to 3.6 levels of melee skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0 for pawns with skill under 9.
The bottom line is that while a peg leg is significantly better than having a missing leg, its replacement with a modern prosthesis should be strongly considered, depending how much that colonist relies on "movement" to do their job(s).
- (Footnote: In cases where only the foot is missing, a wooden foot will also restore some mobility with only half the movement penalty and the exact same material and research requirements, so upgrading is less of an improvement.)
So, remembering that 1 peg leg leaves the colonist at 80% movement, the options are:
- prosthetic leg (market value 260/) 92.5% for 1 leg. Prosthetic legs are slower than natural legs, but 80% to 92.5% is a relative +16% increase in movement speed, so a noticeable improvement.
- bionic leg (market value 1,030/) 112.5% for replacing 1 leg, which is a relative +40% improvement over 80%! At this point, it might even be worth replacing both for 125% movement, if your colony, and the patient's mood, can afford it.
- archotech leg (market value 2,800/) 125% movement for 1 leg,150% movement for both!
Each peg leg results in -10% character quality and thus a 10% reduction in the affected individual's pawn value.
Peg legs will give a mood penalty to colonists with the Body Purist trait because it is a foreign object attached to their body. Transhumanists will gain a bonus.
Version history
- 0.7.581 - Added