Difference between revisions of "Bionic spine"
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− | {{ | + | {{infobox main| |
− | + | | name = Bionic spine | |
− | + | | image = Health item bionic.png|Bionic spine | |
− | | | + | | type = Medical Items |
− | | | + | | type2 = Body Parts |
− | | | + | | tech level = Spacer |
| description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine. | | description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine. | ||
− | | | + | | production facility 1 = Fabrication bench |
− | | | + | | resource 1 = Plasteel |
− | | | + | | resource 1 amount = 15 |
− | | | + | | resource 2 = Advanced component |
− | | | + | | resource 2 amount = 4 |
− | | | + | | research = Bionic replacements |
− | | | + | | work to make = 26000 |
− | | | + | | skill 1 = Crafting |
− | | | + | | skill 1 level = 8 |
− | | | + | | mass base = 2 |
− | | flammability | + | | hp = 50 |
− | | | + | | flammability = 1.0 |
− | | | + | | marketvalue = 1030 |
− | | | + | | tradeTags = TechHediff, Bionic |
+ | | techHediffsTags = Advanced | ||
+ | | body part = Spine | ||
}} | }} | ||
+ | A '''bionic spine''' is an [[artificial body part]] that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine. | ||
+ | |||
+ | == Acquisition == | ||
+ | {{Acquisition}} | ||
+ | |||
+ | 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 == | ||
+ | The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the [[bad back]] condition. It otherwise provides no other statistical, curative, or preventative benefit. | ||
+ | |||
+ | === 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 has a 100% chance to be destroyed. | |
− | + | == Analysis == | |
+ | As it does not provide additional efficiency, it's best as a replacement for a bad spine. Bionic spines can cure colonists with scarred or shattered spines, as well as the [[bad back]] condition from old age. Bad backs and scars are only otherwise curable with [[luciferium]], a [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}} bioregeneration cycle, or the [[Genes#Scarless|scarless]] gene,{{BiotechIcon}} which is naturally found on [[Sanguophage]]s.{{BiotechIcon}} A shattered spine can only otherwise be cured by a healer mech serum. | ||
− | + | The bionic spine can also be useful to give to [[body modder]]s for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However [[bionic eye]]s, [[bionic leg|legs]], and [[bionic arm|arm]]s all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant [[capacity]]. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on [[Blindsight]]{{IdeologyIcon}} pawns. | |
− | + | == Version history == | |
+ | * [[Version/0.19.2009|0.19.2009]] - Added. | ||
− | {{nav | + | {{nav|body parts|wide}} |
+ | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] |
Latest revision as of 21:13, 25 September 2024
Bionic spine
An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Mass
- 2 kg
- HP
- 50
- Flammability
- 100%
- Body Part
- Spine
Creation
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
A bionic spine is an artificial body part that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.
Acquisition[edit]
Bionic spines can be crafted at a fabrication bench once the bionic replacements research project has been completed. Each requires 15 Plasteel, 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]
The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the bad back condition. It otherwise provides no other statistical, curative, or preventative benefit.
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 has a 100% chance to be destroyed.
Analysis[edit]
As it does not provide additional efficiency, it's best as a replacement for a bad spine. Bionic spines can cure colonists with scarred or shattered spines, as well as the bad back condition from old age. Bad backs and scars are only otherwise curable with luciferium, a healer mech serum, biosculpter pod bioregeneration cycle, or the scarless gene, which is naturally found on Sanguophages. A shattered spine can only otherwise be cured by a healer mech serum.
The bionic spine can also be useful to give to body modders for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However bionic eyes, legs, and arms all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant capacity. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on Blindsight pawns.
Version history[edit]
- 0.19.2009 - Added.