Difference between revisions of "Bionic arm"
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− | {{Info|A '''bionic arm''' is a very useful replacement for a natural arm. They are universal and can be installed on either left or right | + | {{Info|A '''bionic arm''' is a very useful replacement for a natural arm. They are universal and can be installed on either left or right, replacing a colonist's arm up to and including the shoulder. It has 125% efficiency, increasing a colonist's [[manipulation]] by 12.5% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 12 damage when an attack uses that arm, compared to 8 damage from a natural arm.}} |
==Acquisition== | ==Acquisition== |
Revision as of 18:25, 21 January 2022
Bionic arm
An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.
Base Stats
- Type
- Medical Items – Body Parts
- Weapon Class
- Spacer
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Fist
12 dmg (Blunt)
18% AP
2 seconds cooldown
Creation
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- thingSetMakerTags
- RewardStandardMidFreq
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
A bionic arm is a very useful replacement for a natural arm. They are universal and can be installed on either left or right, replacing a colonist's arm up to and including the shoulder. It has 125% efficiency, increasing a colonist's manipulation by 12.5% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 12 damage when an attack uses that arm, compared to 8 damage from a natural arm.
Acquisition
They can be crafted at a fabrication bench for 15 plasteel and 4 advanced components and are sometimes offered for sale by exotic traders and at Outlander bases. They require a crafting skill of 8.
Summary
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Efficiency of 125% resulting in Manipulation of ? and knock on effects of ?.
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 5.
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on Crafting or Medicine since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster.
As with all bionics, it will give a mood bonus to anyone with the Body modder trait and a heavy penalty to anyone with the Body purist trait.
Version history
- 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.