Difference between revisions of "Archotech eye"

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| tradeTags = TechHediff
 
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| thingSetMakerTags = RewardStandardHighFreq
 
| thingSetMakerTags = RewardStandardHighFreq
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| body part = Eye
 
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The '''Archotech eye''' is an eye replacement which provides 150% [[sight]] efficiency. A superior version of the [[bionic eye]].  
 
The '''Archotech eye''' is an eye replacement which provides 150% [[sight]] efficiency. A superior version of the [[bionic eye]].  
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== Analysis ==
 
== Analysis ==
 
{{stub|section=1|reason=Add actual numbers for the stat increases.}}
 
{{stub|section=1|reason=Add actual numbers for the stat increases.}}
Installing a single archotech eye increases sight by 38%, and a second increases it by 12% to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing 75% of a pawn's sight capability.
+
In a pawn with normal vision, installing a single archotech eye increases sight by {{+
 +
|38%}}, and a second increases it by {{+|12%}} to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing 75% of a pawn's sight capability.
  
The Archotech eye can be very useful for combat as it greatly increases both melee and ranged accuracy.  Cooking speed is also substantially improved.  Vision above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed.  While most other skills are impacted by sight, they have 100% sight caps and will only see an effect if the colonist has their vision impaired for some reason.
+
The Archotech eye can be very useful for combat, as sight enhanced above 100% greatly increases both [[melee hit chance|melee]] and [[Shooting accuracy |ranged accuracy]].  Cooking speed is also substantially improved.  Sight above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed.  While most other skills are impacted by sight, the impact is capped at 100% sight, so the impact will only come into play if the colonist has their vision impaired for some reason. On the other hand, having sight above 100% can conceivably have some utility, even for skills capped at 100% as a form of reserve. For example, if a pawn has 120% sight, they could suffer a small wound to the eye, and still be performing skills as if they were uninjured, if the damage doesn't bring their sight below 100%. Under most circumstances, this would be a minor consideration, but could be useful in the very late end game when pawns don't have time to fully heal between raids.
  
 
A single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140).  Replacing the other eye with a [[bionic eye]] will hit these caps as well.
 
A single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140).  Replacing the other eye with a [[bionic eye]] will hit these caps as well.

Latest revision as of 17:29, 22 August 2024

Archotech eye

Archotech eye

An artificial eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are a mystery to all human minds.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Archotech
Market Value
2800 Silver
Mass
0.3 kg
HP
50
Flammability
70%
Body Part
Eye
Technical
thingSetMakerTags
RewardStandardHighFreq
tradeTags
TechHediff


The Archotech eye is an eye replacement which provides 150% sight efficiency. A superior version of the bionic eye.

Acquisition[edit]

Archotech eyes cannot be crafted. They can only be obtained through trade, as a reward from quests, from raiding ancient shrines, from security and hermetic cratesContent added by the Ideology DLC, or at an extremely rare rate from random drop pod crashing.

Summary[edit]

Archotech eyes replace natural eyes. Archotech eyes have a 150% efficiency, which results in a +50% improvement to Sight if two are installed.

However, the game places 75% weighting on the more capable eye for the purposes of sight. Installing the first archotech eye on a healthy pawn would increase sight by +38%, while the second would provide a +12% increase.

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

If the operation fails even in a minor way the archotech eye will be destroyed.

Analysis[edit]

In a pawn with normal vision, installing a single archotech eye increases sight by +38%, and a second increases it by +12% to the expected 150%, since the game gives a greater weighting on the more capable part when calculating sight, with the best eye contributing 75% of a pawn's sight capability.

The Archotech eye can be very useful for combat, as sight enhanced above 100% greatly increases both melee and ranged accuracy. Cooking speed is also substantially improved. Sight above 100% also grants a bonus to melee dodge, medical tend quality, medical tend speed, and research speed. While most other skills are impacted by sight, the impact is capped at 100% sight, so the impact will only come into play if the colonist has their vision impaired for some reason. On the other hand, having sight above 100% can conceivably have some utility, even for skills capped at 100% as a form of reserve. For example, if a pawn has 120% sight, they could suffer a small wound to the eye, and still be performing skills as if they were uninjured, if the damage doesn't bring their sight below 100%. Under most circumstances, this would be a minor consideration, but could be useful in the very late end game when pawns don't have time to fully heal between raids.

A single archotech eye is enough to cap research and medical tend speed, and brings medical tend quality and melee dodge to very near their cap (138 / 140). Replacing the other eye with a bionic eye will hit these caps as well.

Sight Right eye
Blindness Cataract Organic eye Bionic eye Archotech eye
Left eye Blindness 000% 037.5% 075% 093.75% 112.5%
Cataract 037.5% 050% 087.5% 106.25% 125%
Organic eye 075% 087.5% 100% 118.75% 138%
Bionic eye 093.75% 106.25% 118.75% 125% 144.25%
Archotech eye 112.5% 125% 138% 144.25% 150%

Gallery[edit]

Version history[edit]

Description changed from "[...] information. Externally, it looks like a natural human eye, except it can change color at will. Its internal workings [...]" changed to "[...] information. Its internal workings [...]".