Difference between revisions of "Bionic jaw"
(Created page with "{{rwbox |nocat=true |type=warning |text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as represent...") |
m (me when links have cap sensitivity) |
||
(9 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
− | |||
{{Infobox main| | {{Infobox main| | ||
− | |||
− | |||
− | |||
| name = Bionic jaw | | name = Bionic jaw | ||
| image = Health item bionic.png | | image = Health item bionic.png | ||
Line 13: | Line 6: | ||
| tech level = Spacer | | tech level = Spacer | ||
| description = An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion. | | description = An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion. | ||
− | | body part = Jaw | + | | body part = Jaw |
| production facility 1 = Fabrication bench | | production facility 1 = Fabrication bench | ||
| research = Bionic replacements | | research = Bionic replacements | ||
Line 19: | Line 12: | ||
| skill 1 level = 8 | | skill 1 level = 8 | ||
| resource 1 = Plasteel | | resource 1 = Plasteel | ||
− | | resource 1 amount = | + | | resource 1 amount = 10 |
| resource 2 = Advanced component | | resource 2 = Advanced component | ||
− | | resource 2 amount = | + | | resource 2 amount = 3 |
| work to make = 26000 | | work to make = 26000 | ||
− | + | | mass = 1.5 | |
− | | mass = 5 | ||
| marketvalue = 1030 | | marketvalue = 1030 | ||
| max hit points base = 50 | | max hit points base = 50 | ||
Line 31: | Line 23: | ||
| thingSetMakerTags = RewardStandardMidFreq | | thingSetMakerTags = RewardStandardMidFreq | ||
| | | | ||
− | }} | + | }}<!-- The lack of comps sections may end up removing the bite attack. Testing needed. --> |
{{Info|A '''bionic jaw''' is an [[artificial body part]] that acts as a replacement for a pawn's natural jaw, increasing the [[Talking]] and [[Eating]] capacities.}} | {{Info|A '''bionic jaw''' is an [[artificial body part]] that acts as a replacement for a pawn's natural jaw, increasing the [[Talking]] and [[Eating]] capacities.}} | ||
Line 41: | Line 33: | ||
== Summary == | == Summary == | ||
{{Stub|section=1|reason=Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here, }} | {{Stub|section=1|reason=Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here, }} | ||
− | Bionic | + | A Bionic jaw replaces an organic jaw and has a part efficiency of {{Good|125%}}, improving both [[Talking]] and [[Eating]] by {{Good|+25%}}. This increases the [[Eating speed]] by {{Good|+23.75%}}. |
− | + | The following [[stats]] are also affected: {{#ask: [[Talking Importance::+]]|sort = Name}}. Note however that, {{Hover title|Version/1.5.4104|as of the time of writing}}, no stat is improved by a Talking capacity above 100%. However, a bonus will provide a buffer against stat and capacity penalties from other sources. | |
− | It also removes the [[Disfigured]] condition from pawns missing a jaw. | + | It also removes the [[Disfigured]] condition from pawns missing a jaw or a tongue. Installing a Bionic Jaw will replace any previously installed [[bionic tongue|Bionic Tongues]], and it is impossible to install a tongue on a colonist with a Bionic Jaw. This means that the Bionic Jaw is superior to a Bionic Tongue in every way. |
=== Installation === | === Installation === | ||
Line 55: | Line 47: | ||
== Analysis == | == Analysis == | ||
− | + | A bionic jaws combines well with a [[joywire]] for dedicated wardens. It cancels the penalty to talking and eating from lowered consciousness. This combination can help take advantage of Moral Guides from secondary [[ideoligions]] without having to worry about their mood. However, bionic jaws will not nullify the effect of the joywire on [[manipulation]] and [[moving]], greatly penalizing most other types of work and combat effectiveness. | |
+ | |||
+ | The only other type of work requiring good talking is animal handling. However, the relevant stats, Tame Animal Chance and Train Animal Chance both allow for a maximum 20% defect to talking, making the bionic jaw unnecessary. | ||
+ | |||
+ | For any other pawn, there is very little benefit from having a bionic jaw over a natural jaw. | ||
+ | |||
+ | For pawns with a missing jaw, then the bionic jaw must be compared to a [[denture]]. A denture is virtually free, except for the medicine used to install it. Both replacements will remove the [[disfigured]] social penalty. | ||
+ | |||
+ | For the purpose of [[wealth management]], a pawn with a denture will have a wealth value around 30% lower compared to the same pawn with a natural jaw. With a bionic jaw, the same pawn will have a value increased by 785 silvers. A denture is therefore a much better choice for the purpose of wealth management. | ||
+ | |||
+ | The increase to eating will allow a pawn to eat and to consume several types of food by about 23.75%. However, since a pawn spends only a tiny amount of time eating everyday, the benefit of this is negligible. | ||
== Version history == | == Version history == | ||
− | * | + | * [[Version/1.5.4062|1.5.4062]] - Added. |
{{Nav|body parts|wide}} | {{Nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] |
Latest revision as of 17:03, 16 October 2024
Bionic jaw
An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Body Part
- Jaw
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 jaw is an artificial body part that acts as a replacement for a pawn's natural jaw, increasing the Talking and Eating capacities.
Acquisition[edit]
Bionic jaws can be crafted at a fabrication bench once the bionic replacements research project has been completed. Each requires 10 Plasteel, 3 Advanced components, 26,000 ticks (7.22 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.[Verify]
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here,. |
A Bionic jaw replaces an organic jaw and has a part efficiency of 125%, improving both Talking and Eating by +25%. This increases the Eating speed by +23.75%.
The following stats are also affected: Social Impact, Negotiation Ability, Conversion Power, Train Animal Chance, Tame Animal Chance, Trade Price Improvement. Note however that, as of the time of writing, no stat is improved by a Talking capacity above 100%. However, a bonus will provide a buffer against stat and capacity penalties from other sources.
It also removes the Disfigured condition from pawns missing a jaw or a tongue. Installing a Bionic Jaw will replace any previously installed Bionic Tongues, and it is impossible to install a tongue on a colonist with a Bionic Jaw. This means that the Bionic Jaw is superior to a Bionic Tongue in every way.
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, the part will be destroyed.
Analysis[edit]
A bionic jaws combines well with a joywire for dedicated wardens. It cancels the penalty to talking and eating from lowered consciousness. This combination can help take advantage of Moral Guides from secondary ideoligions without having to worry about their mood. However, bionic jaws will not nullify the effect of the joywire on manipulation and moving, greatly penalizing most other types of work and combat effectiveness.
The only other type of work requiring good talking is animal handling. However, the relevant stats, Tame Animal Chance and Train Animal Chance both allow for a maximum 20% defect to talking, making the bionic jaw unnecessary.
For any other pawn, there is very little benefit from having a bionic jaw over a natural jaw.
For pawns with a missing jaw, then the bionic jaw must be compared to a denture. A denture is virtually free, except for the medicine used to install it. Both replacements will remove the disfigured social penalty.
For the purpose of wealth management, a pawn with a denture will have a wealth value around 30% lower compared to the same pawn with a natural jaw. With a bionic jaw, the same pawn will have a value increased by 785 silvers. A denture is therefore a much better choice for the purpose of wealth management.
The increase to eating will allow a pawn to eat and to consume several types of food by about 23.75%. However, since a pawn spends only a tiny amount of time eating everyday, the benefit of this is negligible.
Version history[edit]
- 1.5.4062 - Added.