Difference between revisions of "Bionic arm"

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{{Define|Body Part
+
{{Infobox main
| image = Artificial Organ
+
| name = Bionic arm
| always haulable = true
+
| image = Health item bionic.png
| def name = BionicArm
+
| type = Medical Items
| description = One of the most sophisticated arm replacements. Gives extreme strength to its user.
+
| type2 = Body Parts
| graphic class = Graphic_Single
+
| tech level = Spacer
| graphic path = Things/Item/BodyPart/ArtificialOrgan
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| description = 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.
| is body part = true
+
| meleeattack1dmg = 12
| label = bionic arm
+
| meleeattack1type = Blunt
| parent name = BodyPartBase
+
| meleeattack1part = Fist
| path cost = 10
+
| meleeattack1cool = 2
| selectable = true
+
| meleeattack1ap = 18
| thing class = ThingWithComps
+
| body part = Shoulder
| ticker type = Never
+
| mode = Melee
| use hit points = true
+
| production facility 1 = Fabrication bench
| flammability base = 1.0
+
| research = Bionic replacements
| market value base = 1500
+
| skill 1 = Crafting
 +
| skill 1 level = 8
 +
| resource 1 = Plasteel
 +
| resource 1 amount = 15
 +
| resource 2 = Advanced component
 +
| resource 2 amount = 4
 +
| work to make = 26000
 +
| damage type = Blunt
 +
| mass = 5
 +
| marketvalue = 1030
 
| max hit points base = 50
 
| max hit points base = 50
| mass = 5
+
| tradeTags = TechHediff, Bionic
| damage = 12
+
| techHediffsTags = Advanced
| mode = Melee
+
| thingSetMakerTags = RewardStandardMidFreq
| cooldown = 120
+
|  
 
}}
 
}}
{{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 arms.  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 9 damage when an attack uses that arm, compared to 7 damage from a natural arm.  An installed bionic arm will replace a colonist's arm up to and including the shoulder.  They can be crafted, and are rarely offered for sale by exotic traders and at Outlander bases.}}
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{{Info|A '''bionic arm''' is an [[artificial body part]] that acts as a replacement for a pawn's natural arm, increasing [[Manipulation]] by 12.5% per arm while also offering a slightly more powerful punch attack and acting as a [[body part weapon]].}}
 +
 
 +
== Acquisition ==
 +
{{Acquisition}}
  
As with all bionics, it will give a mood buff to anyone with the Transhumanist [[traits|trait]] and a heavy penalty to anyone with the Body purist trait.
+
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.
  
 +
== Summary ==
 +
=== Body part ===
 +
Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 12.5% over natural for each bionic arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]].
  
{| {{STDT| c_06 text-center}}
+
=== Combat ===
! Melee Attack !! Damage Amount !! Cooldown !!DPS
+
A bionic arm replaces the natural "Fist" attack of the replaced arm with an almost 50% more powerful, but otherwise equivalent, punch.
 +
<div><li style="display: inline-table;">
 +
{| {{STDT|sortable c_06 text-center}}
 +
! colspan="2" | Name !! Damage !! DPS !! AP !! Damage Type
 +
|-
 +
! {{Icon Small|Heart|32}}
 +
! style='text-align: left !important;'| Human Fist
 +
| {{Q|Human|Attack 1 Damage}}
 +
| {{Q|Human|Attack 1 DPS}}
 +
| {{Q|Human|Attack 1 AP}}%
 +
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]
 
|-
 
|-
![[Injury|{{Q|{{BASEPAGENAME}}| Damage Type }}]]
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! {{Icon Small|{{PAGENAME}}|32}}
|{{Q|{{BASEPAGENAME}}|Melee Damage Base}}
+
! {{PAGENAME}}
|{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}}
+
| {{P|Attack 1 Damage}}
|{{Q|{{BASEPAGENAME}}|Maximum DPS}}
+
| {{P|MeleeDPS}}
 +
| {{P|Attack 1 AP}}%
 +
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]
 
|}
 
|}
 +
</li></div>
 +
 +
=== Installation ===
 +
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 +
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
 +
 +
If the operation fails, the part will be destroyed.
 +
 +
== Analysis ==
 +
First, any reasonably important pawn with a destroyed or [[prosthetic arm]] should get a bionic replacement. Then, the increase to manipulation is best used for the [[Doctoring]], [[Crafting]], or [[Skills|Construction]]; doctors tend faster and with higher quality, while crafters and constructors make objects faster (quality is unaffected). Manipulation is one of the few ways to increase [[general labor speed]], so it is great for skill-less crafting tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].
  
<!-- Section to declare properties -->
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Manipulation will also increase the [[Skills|Artistic]], [[Skills|Mining]], [[Skills|Plants]], and [[Skills|Research]] (up to 110% Manipulation) skills, but these skills are generally less important to do ''fast'' in a mid- to late- game colony that can make bionic arms. The [[drill arm]]{{RoyaltyIcon}} and [[field hand]]{{RoyaltyIcon}} provide a much greater boost to Mining or Plants, though lower [[Moving]] in the process. For combat, bionic arms will increase [[Melee Hit Chance]], but they only increase [[Shooting Accuracy]] if Manipulation is below 100%. While manipulation often goes below 100% due to the effects of [[pain]] and [[injury]], [[bionic eye]]s are superior if combat, ranged or melee, is your main priority.
{{#set:Melee Damage Base = 9| Melee Cooldown Base = 100| Damage Type = Blunt}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}
 
<!-- End of section -->
 
  
=== Usage ===
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Unlike organic parts, bionic arms don't contain subparts - all damage is taken by the main, 30 HP arm, instead of spread throughout the bones, fingers, and shoulder. While a bionic arm won't lose stray fingers to a gun shot, this makes it easier for it to be completely destroyed.  Note that the bionic arm is fully attached to the shoulder; a [[flak vest]] completely protects a bionic arm, but does not cover an organic arm at all. In addition, the artificial part never feels [[pain]] and never bleeds.
  
Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on [[Skills|Crafting]] or [[Doctoring|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.
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{{Manipulation Part Efficiency Table}}
  
=== Version history ===
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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. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].
  
In Beta 19 it received a nerf to efficiency but is now craftable.
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== Version history ==
 +
* [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency (from 140%) but is now craftable.
  
{{nav/body_parts}}
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{{Nav|body parts|wide}}
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{{Nav|weapon|wide}}
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]

Latest revision as of 07:02, 15 November 2024

Bionic arm

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 ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Fist
12 dmg (Blunt)
18% AP
2 seconds cooldown
Body Part
Shoulder

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced
tradeTags
TechHediff, Bionic


A bionic arm is an artificial body part that acts as a replacement for a pawn's natural arm, increasing Manipulation by 12.5% per arm while also offering a slightly more powerful punch attack and acting as a body part weapon.

Acquisition[edit]

Bionic arms can be crafted at a fabrication bench once the bionic replacements research project has been completed. Each requires Plasteel 15 Plasteel, Advanced component 4 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.

Summary[edit]

Body part[edit]

Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a Manipulation importance of 50%, it results in an increase in manipulation of 12.5% over natural for each bionic arm installed. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation.

Combat[edit]

A bionic arm replaces the natural "Fist" attack of the replaced arm with an almost 50% more powerful, but otherwise equivalent, punch.

  • Name Damage DPS AP Damage Type
    Heart Human Fist 8.2 4.1 12% Blunt
    Bionic arm Bionic arm 12 18% Blunt
  • 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]

    First, any reasonably important pawn with a destroyed or prosthetic arm should get a bionic replacement. Then, the increase to manipulation is best used for the Doctoring, Crafting, or Construction; doctors tend faster and with higher quality, while crafters and constructors make objects faster (quality is unaffected). Manipulation is one of the few ways to increase general labor speed, so it is great for skill-less crafting tasks like stonecutting and smelting.

    Manipulation will also increase the Artistic, Mining, Plants, and Research (up to 110% Manipulation) skills, but these skills are generally less important to do fast in a mid- to late- game colony that can make bionic arms. The drill armContent added by the Royalty DLC and field handContent added by the Royalty DLC provide a much greater boost to Mining or Plants, though lower Moving in the process. For combat, bionic arms will increase Melee Hit Chance, but they only increase Shooting Accuracy if Manipulation is below 100%. While manipulation often goes below 100% due to the effects of pain and injury, bionic eyes are superior if combat, ranged or melee, is your main priority.

    Unlike organic parts, bionic arms don't contain subparts - all damage is taken by the main, 30 HP arm, instead of spread throughout the bones, fingers, and shoulder. While a bionic arm won't lose stray fingers to a gun shot, this makes it easier for it to be completely destroyed. Note that the bionic arm is fully attached to the shoulder; a flak vest completely protects a bionic arm, but does not cover an organic arm at all. In addition, the artificial part never feels pain and never bleeds.

    Manipulation Right arm
    No arm Prosthetic arm Wooden hand Organic arm Bionic arm Archotech arm
    Left arm
    No arm 0% 25% 30% 50% 62.5% 75%
    Prosthetic arm 25% 50% 55% 75% 87.5% 100%
    Wooden hand 30% 55% 60% 80% 92.5% 105%
    Organic arm 50% 75% 80% 100% 112.5% 125%
    Bionic arm 62.5% 87.5% 92.5% 112.5% 125% 137.5%
    Archotech arm 75% 100% 105% 125% 137.5% 150%

    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. Similar effects are also applied to pawns following an Content added by the Ideology DLC ideoligion with a Body Modification precept.

    Version history[edit]

    • 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.