Difference between revisions of "Bionic eye"

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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
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| tech level = Spacer
 
| description = An advanced artificial eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
 
| description = An advanced artificial eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.
 
| class =  
 
| class =  
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| techHediffsTags = Advanced
 
| techHediffsTags = Advanced
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
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| body part = Eye
 
}}
 
}}
 
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{{Info|A '''Bionic eye''' is an artificial eye that improves sight.}}
{{Info|A '''Bionic eye''' is an artificial eye that can replace a natural one through implant surgery. Unlike their natural counterparts, bionic eyes do not scar. They have 125% efficiency, which results in a 25% improvement to the colonist's [[sight]] if two are installed.}} Since the game gives a greater weighting on the more capable part when calculating sight, with it contributing to 75% of a pawn's sight capability, installing a single bionic eye increases sight by 18.75%, and a second increases it by 6.25% to the expected 125%.
 
  
 
== Acquisition ==
 
== Acquisition ==
Bionic eyes can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] of {{P|Skill 1 Level}}
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{{Acquisition}}
  
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward.
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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 ==
 
== Summary ==
{{stub|section=1}}
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Bionic eyes replace natural eyes. Bionic eyes have a 125% efficiency, which results in a {{+|25%}} improvement to [[Sight]] if two are installed.
Summary stuff goes here
 
  
===Installation===
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However, the game places 75% weighting on the more capable eye for the purposes of sight. Installing the first bionic eye on a healthy pawn would increase sight by {{+|18.75%}}, while the second would provide a {{+|6.25%}} increase.
{{stub|section=1}}
 
Installing the part requires {{ticks|2500}} of work, 3x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 
  
Removing the part requires ? of work, 1 medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
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=== 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.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
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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.
 +
 
 +
If the operation fails, the part will be destroyed.
  
 
== Analysis ==
 
== Analysis ==
Bionic eyes are the first replacement available for any damaged natural eye; there is no "prosthetic" eye that is helpful. The next and ultimate step is the [[archotech eye]], with a 150% bonus for two eyes replaced.  
+
Bionic eyes can repair damaged sight, and augment normal sight for healthy pawns. There are no prosthetic eyes - bionic eyes are the first replacement for a damaged natural eye, and eyes are easily scarred. Before Bionics are researched, getting an eye from a [[trader]] is your best bet, unless you chance upon a [[healer mech serum]] or rush for a [[biosculpter pod]]{{IdeologyIcon}}. 
 +
 
 +
''Damaged'' sight reduces [[general labor speed]] and a wide variety of other stats, slowing virtually any task a pawn can do. Improving Sight past 100% boosts: [[Shooting Accuracy]] & [[Melee Hit Chance]], [[Melee Dodge Chance]], [[Medical Tend Quality]], and [[Cooking Speed]]. Sight up to 110% also provides a slight boost to [[Research Speed]] and [[Hacking Speed]]. A bionic eye is roughly equal to +2 levels of Shooting or Melee, with a bonus for melee dodge chance.
 +
 
 +
Prioritize replacing damaged eyes first, then getting a single bionic eye on healthy colonists, then potentially getting a second eye per colonist. [[Archotech eye]]s are a trader/quest -only upgrade, and should be installed in the same order.
 +
 
 +
Compared to other bionic parts, the penalty for lost sight is so widespread that bionic eyes should be prioritized on anyone (reasonably important) with damaged/missing eyes. On a healthy pawn, eyes are better for combat, while arms and legs are better for work speed. Legs may also be better in combat if you rely on [[kiting]] tactics, allowing you to reliably outrun many types of enemies. Which bionic should be installed first depends on playstyle, personal preference, and [[difficulty]].
  
Bionic eyes can also be used to "cure" [[cataract]]s in aged colonists, and, of course, any missing eye, or complete blindness.
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With the [[blindsight]] meme, bionic eyes can be used to restore a pawn's sight. This allows the pawn to repeat the blinding ritual. Each blinding ritual has a chance to give them a psylink level. Only one bionic eye is required to enable a blinding ritual. At 100% ritual quality, there is a 50% chance to gain a psylink level. This means on average 2 bionic eyes will be spent per psylink level.
  
Due to the aforementioned weighting of one eye over both, upgrading the first eye is a much more significant improvement than the second; if you have multiple colonists who might benefit from improving their sight, all things equal you should give them each one improved eye before you give one of them two improved eyes.
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{{Sight Part Efficiency Table}}
  
As elective replacements, bionic eyes can benefit almost any task. Obviously in combat, they can be useful for gunners or snipers who will shoot enemies from a distance as a boost to sight can increase accuracy. But even for  a colonist who regularly travels with a [[caravan]], improved sight can help forage for berries, reducing the need to rely on carried food. It can benefit doctors, cooks, miners, researchers, general laborers - the list is long, although not all benefit equally. See [[Sight]] for full details.
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As with all bionics, it will give a mood buff to anyone with the [[body modder]] trait and a heavy penalty to any colonist who is a [[body purist]]. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship.
  
As with all bionics, it will give a mood buff to anyone with the [[Traits#Body modder|body modder]] trait and a heavy penalty to any colonist who is a [[Traits#Body purist|body purist]].
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== Gallery ==
 +
<gallery>
 +
Installed bionic eyes.png|Bionic eyes when installed on pawns
 +
Bionic eye south.png|The texture for an installed bionic eye, south-facing
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
* Beta 19  - received a nerf to efficiency but is now craftable.
+
* Beta 19  - Received a nerf to efficiency but is now craftable.
 +
* [[Version/1.3.3066|1.3.3066]] - Pawn texture added.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
[[Category:Medical Item]]
+
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
[[Category:Body Part]]
 

Latest revision as of 21:13, 25 September 2024

Bionic eye

Bionic eye

An advanced artificial eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver
Body Part
Eye

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 eye is an artificial eye that improves sight.

Acquisition[edit]

Bionic eyes 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]

Bionic eyes replace natural eyes. Bionic eyes have a 125% efficiency, which results in a +25% 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 bionic eye on a healthy pawn would increase sight by +18.75%, while the second would provide a +6.25% 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, the part will be destroyed.

Analysis[edit]

Bionic eyes can repair damaged sight, and augment normal sight for healthy pawns. There are no prosthetic eyes - bionic eyes are the first replacement for a damaged natural eye, and eyes are easily scarred. Before Bionics are researched, getting an eye from a trader is your best bet, unless you chance upon a healer mech serum or rush for a biosculpter podContent added by the Ideology DLC.

Damaged sight reduces general labor speed and a wide variety of other stats, slowing virtually any task a pawn can do. Improving Sight past 100% boosts: Shooting Accuracy & Melee Hit Chance, Melee Dodge Chance, Medical Tend Quality, and Cooking Speed. Sight up to 110% also provides a slight boost to Research Speed and Hacking Speed. A bionic eye is roughly equal to +2 levels of Shooting or Melee, with a bonus for melee dodge chance.

Prioritize replacing damaged eyes first, then getting a single bionic eye on healthy colonists, then potentially getting a second eye per colonist. Archotech eyes are a trader/quest -only upgrade, and should be installed in the same order.

Compared to other bionic parts, the penalty for lost sight is so widespread that bionic eyes should be prioritized on anyone (reasonably important) with damaged/missing eyes. On a healthy pawn, eyes are better for combat, while arms and legs are better for work speed. Legs may also be better in combat if you rely on kiting tactics, allowing you to reliably outrun many types of enemies. Which bionic should be installed first depends on playstyle, personal preference, and difficulty.

With the blindsight meme, bionic eyes can be used to restore a pawn's sight. This allows the pawn to repeat the blinding ritual. Each blinding ritual has a chance to give them a psylink level. Only one bionic eye is required to enable a blinding ritual. At 100% ritual quality, there is a 50% chance to gain a psylink level. This means on average 2 bionic eyes will be spent per psylink level.

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%

As with all bionics, it will give a mood buff to anyone with the body modder trait and a heavy penalty to any colonist who is a body purist. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship.

Gallery[edit]

Version history[edit]

  • 0.7.581 - Added
  • Beta 19 - Received a nerf to efficiency but is now craftable.
  • 1.3.3066 - Pawn texture added.