Difference between revisions of "Denture"

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(Not sure any of these are sufficiently clear but, I think this has the benefits of both my and User:Countytime's version. Further edits/feedback welcome..)
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{{infobox main|
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{{Infobox main
|name = Denture
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| name = Denture
|image = Artificial Organ.png|Denture
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| image = Medicine industrial a.png
|type = Medical Items
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| type = Medical Items
|type2 = Body Parts
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| type2 = Body Parts
|description = An installed denture.
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| description = An installed denture.
|class = Medieval
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| marketvalue = 0
|resources to make =  
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| class = Medieval
 
| max hit points base =  
 
| max hit points base =  
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| tradeTags = TechHediff
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| techHediffsTags = Poor
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| body part = Jaw
 
}}
 
}}
 +
{{Info|'''Dentures''' are an [[artificial body part]] that replaces a pawn's jaw. Dentures have 80% efficiency leading to reduced [[Talking]] and [[Eating]] efficiency on colonists that have them.}}
  
The '''Denture''' is a body part replacement for loss of the jaw.  
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== Acquisition ==
 +
Unlike most other prostheses, dentures don't have a separate item form. Instead, they only exist as a condition applied to a pawn. They require no material other than the medicine used in the operation. Simply order the [[Health#Operations|surgical operation]] on a pawn to install them and the condition will be applied.
  
Dentures have 80% efficiency leading to reduced talking and eating efficiency on colonists that have them.
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== Summary ==
Body purists will get a mood penalty from having a denture installed.
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{{Stub|section=1|reason= All values are from before the addition of tongue and the resulting change in body part importance. They therefore need verification}}
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Dentures replace the user's [[Table of Human Body Parts|entire jaw]]. Dentures have a part efficiency of 80%. This partially replaces the functionality of a jaw - when coupled with the jaw body part having a [[Talking]] importance of 100% and an [[Eating]] importance of 90%, it results in restoring 64% Talking and 72% Eating and, or a loss of {{--|36%}} Talking and {{--|28%}} Eating when replacing a healthy jaw.  
  
== Acquisition ==
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These capacities, in turn, affects the following [[stats]]: {{#ask: [[Talking Importance::+]] OR [[Eating Importance::+]]|sort = Name}}. The Eating loss results in in a {{--|19%}} reduction in [[Eating Speed]]. The end result of the Talking loss depends on the skill.
Unlike most other prostheses, dentures don't have a separate item form. Instead, they only exist as a condition applied to a pawn. They require no material other than the medicine used in the operation. Simply order the [[Health#Operations|surgical operation]] on a pawn to install them and the condition will be applied.
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* [[Tame Animal Chance]] and [[Train Animal Chance]] will remain unaffected as the 20% reduction is within the allowed defect of the stat. However, any further loss, such as from [[pain]] or [[disease|sickness]], will directly affect both chances.
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* Other affected stats typically have a 5% allowed defect and 90% weighting, thus [[Negotiation Ability]], [[Trade Price Improvement]] and [[Social Impact]] are only reduced by approximately {{--|14%}}.
 +
 
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Installing dentures results in {{--|19%}} character quality and thus a 19% reduction in the affected individual's pawn value.
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As an artificial part, dentures will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.
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=== Installation ===
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Installing the part requires {{Ticks|1500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 3.
  
== Analysis ==
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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.
Dentures  have 80% part efficiency. This directly affects [[Talking]] and [[Eating]] efficiency by the same amount. The end effect of the latter is a 19% reduction in eating speed. The end result of the former depends on the skill. [[Tame Animal Chance]] and [[Train Animal Chance]] will remain unaffected as the 20% reduction is within the allowed defect of the stat. Do note however, that any further reductions will directly affect the chance i.e. unlike a healthy pawn, a pawn with a denture has no additional buffer for other factors such as pain or sickness that might also reduce this value.
 
Other affected stats typically have a 5% allowed defect and 90% weighting, thus [[Negotiation Ability]], [[Trade Price Improvement]] and [[Social Impact]] are only reduced by approximately 14%.  
 
  
Installing dentures results in -19% character quality and thus a 19% reduction in the affected individual's pawn value.
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If the operation fails, the medicine will be destroyed.{{Check Tag|Verify}}
  
Dentures will give a mood penalty to colonists with the Body Purist trait because it is a foreign object attached to their body. Transhumanists will gain a bonus.
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== Analysis ==
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Out of the two available jaw replacements (the other being a [[Bionic jaw]]) dentures are most certainly the more cost effective option, both because of its cost being a unit (or two) of medicine
 +
and also because it lowers the value of the affected pawn by approximately 30%. however, the reduced eating speed means this is usually not worth installing them on all of your pawns. Because of this, in the early game dentures make a fine replacement for a destroyed jaw on any pawns who don't regularly make use of their social skill.
  
Short of a [[Healer mech serum]], there is no other way to repair a missing or shattered jaw. Thus dentures should be installed on any colonist with that issue. As they trigger the transhumanist mood bonus, there is also a possibility of installing them for that purpose. On non-[[Skills#Social|Social]] oriented pawns, and if willing to deal with reduction in eating speed, this can be a cheap method of dealing with the moodlet in the early game. Note however, that it will be permanent until a healer mech serum is applied.  
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Dentures are also useful for [[Body modder]]s. Outside of [[Skills#Social|Social]] oriented colonists, dentures only incur a minor Eating penalty, and they can be installed without any research. This is often worth the positive [[mood]]let, going from {{--|4}} to {{+|4}} if the body modder had no other artificial parts. However, a denture's debuff will be permanent unless a healer mech serum is applied (apply the serum after removing the denture).
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
  
{{nav|body parts|wide}}
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{{Nav|body parts|wide}}
[[Category: Medical Item]]
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
[[Category:Body Part]]
 

Latest revision as of 18:55, 5 October 2024

Denture

Denture

An installed denture.

Base Stats

Type
Medical ItemsBody Parts
Weapon Class
Medieval
Market Value
Silver
Body Part
Jaw
Technical
techHediffsTags
Poor
tradeTags
TechHediff


Dentures are an artificial body part that replaces a pawn's jaw. Dentures have 80% efficiency leading to reduced Talking and Eating efficiency on colonists that have them.

Acquisition[edit]

Unlike most other prostheses, dentures don't have a separate item form. Instead, they only exist as a condition applied to a pawn. They require no material other than the medicine used in the operation. Simply order the surgical operation on a pawn to install them and the condition will be applied.

Summary[edit]

Dentures replace the user's entire jaw. Dentures have a part efficiency of 80%. This partially replaces the functionality of a jaw - when coupled with the jaw body part having a Talking importance of 100% and an Eating importance of 90%, it results in restoring 64% Talking and 72% Eating and, or a loss of −36% Talking and −28% Eating when replacing a healthy jaw.

These capacities, in turn, affects the following stats: Conversion Power, Train Animal Chance, Eating Speed, Tame Animal Chance, Trade Price Improvement, Social Impact, Negotiation Ability. The Eating loss results in in a −19% reduction in Eating Speed. The end result of the Talking loss depends on the skill.

Installing dentures results in −19% character quality and thus a 19% reduction in the affected individual's pawn value.

As an artificial part, dentures will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.

Installation[edit]

Installing the part requires 1,500 ticks (25 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 3.

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 medicine will be destroyed.[Verify]

Analysis[edit]

Out of the two available jaw replacements (the other being a Bionic jaw) dentures are most certainly the more cost effective option, both because of its cost being a unit (or two) of medicine and also because it lowers the value of the affected pawn by approximately 30%. however, the reduced eating speed means this is usually not worth installing them on all of your pawns. Because of this, in the early game dentures make a fine replacement for a destroyed jaw on any pawns who don't regularly make use of their social skill.

Dentures are also useful for Body modders. Outside of Social oriented colonists, dentures only incur a minor Eating penalty, and they can be installed without any research. This is often worth the positive moodlet, going from −4 to +4 if the body modder had no other artificial parts. However, a denture's debuff will be permanent unless a healer mech serum is applied (apply the serum after removing the denture).

Version history[edit]