Difference between revisions of "Cochlear implant"

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{{stub}}{{infobox main|
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{{infobox main|
 
| name = Cochlear implant
 
| name = Cochlear implant
| image = Health item prosthetic.png|Cochlear implant
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| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Industrial
 
| description = An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
 
| description = An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
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| tradeTags = TechHediff
 
| tradeTags = TechHediff
 
| techHediffsTags = Simple
 
| techHediffsTags = Simple
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| body part = Ear
 
}}
 
}}
The '''cochlear implant''' is an ear replacement with 65% efficiency. Since the game gives a greater weighting on the more capable part when calculating [[hearing]], with it contributing to 75% of a pawn's hearing capability, installing a single cochlear implant reduces hearing by 9%, and a second reduces it by 26% to 65%.
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'''Cochlear implants''' are an [[artificial body part]] that replaces a pawn's ear. replacement with 65% efficiency.
  
==Acquisition==
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== Acquisition ==
Crafting a cochlear implant requires [[Research#Prosthetics|Prosthetics]] to be researched and a crafting skill of 5. It is crafted at a [[machining table]] for {{icon|steel|20}} [[steel]] and {{icon|component|4}} [[component]]s.
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{{Acquisition}}
  
It can also be purchased from traders or occasionally found installed on [[raiders]]
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They can also be purchased from traders or occasionally found installed on [[raiders]]
  
 
== Summary ==
 
== Summary ==
One implant is a modest improvement for colonists who perform Social or Animal Training tasks, and a perfect choice for [[Traits#Body modder|body modders]] who do ''not''.  Otherwise wait for a (single) [[bionic ear]], which maxes hearing. A second implant is only 1/3 the improvement of the first, so, again, wait for the improved version.
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Cochlear implants replace the user's [[Table of Human Body Parts|organic ear]]. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%, which impacts [[Hearing]]. Cochlear implants also remove the "''Disfigured''" [[social|opinion penalty]] held by other pawns from having a missing ear.
  
===Installation===
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The more capable ear is responsible for 75% of Hearing. If the implant is the most capable part, it results in restoring 48.75% [[hearing]], or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear. Hearing, in turn, affects the following [[stats]]: {{#ask: [[Hearing Importance::+]]}}. For full details, see those pages.
{{stub|section=1}}
 
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
 
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
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For a pawn at 100% quality, the first prosthetic ear results in a 4% reduction in character quality, and a second further reduces it by 14% for a total reduction of 18%. Each implant increases the pawn's wealth by a flat $220 per prosthetic in addition to the character quality reduction.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
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As an artificial part, cochlear implants will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.
  
==Analysis==
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=== Installation ===  
The [[hearing]] stat only helps with two things: colonists performing [[Skills#Social|social tasks]] ([[Trade Price Improvement|trading]], prisoner recruitment), and colonists who are [[Skills#Animals|training animals]] ([[Tame Animal Chance]]).  Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]].
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Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
The cochlear implant also acts as a cosmetic replacement for a missing ear, so can be used to removed the "Disfigured" [[social]] penalty a missing ear inflicts. Another candidate is a body modder who does ''not'' perform those tasks, as bad hearing doesn't hurt anything else and makes the 'modder happy (see below).  
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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.
  
The hearing stat favors the better ear by 75%, so a stone deaf, "0% hearing" colonist, with 1 implant, gets 48% hearing improvement, and the full 65% with two implants. However, a colonist with standard [[hearing loss]] in both ears would only improve from 50% to 61% from 1 implant, a 22% ''relative'' improvement, but waiting for one [[bionic ear]] would improve hearing to 106%; and since the hearing stat maxes at 100%, that's all anyone needs.
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If the operation fails, the part will be destroyed.
  
There is also a niche use for [[Traits#Body modder|Body modder]] pawns - as the penalties only affects two specialized work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to transhumanist even in the early game, so long as they are never expected to do anything social or train animals.
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== Analysis ==
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The [[hearing]] capacity only affects two different work types:
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# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
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# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
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Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously recommended if a [[bionic ear]] cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}} As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.  
  
Cochlear implant require a [[Skills#Medical|Medical]] skill of 4 to install.
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There is also a niche use for [[Body modder]] pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to body modders / transhumanists even in the early game, so long as they are never expected to do anything social or train animals.
  
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{{Hearing Part Efficiency Table}}
 
{{nav|body parts|wide}}
 
{{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 21:40, 25 September 2024

Cochlear implant

Cochlear implant

An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
220 Silver
Flammability
70%
Body Part
Ear

Creation

Crafted At
Machining table
Required Research
Prosthetics
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 20 + Component 4
Technical
techHediffsTags
Simple
tradeTags
TechHediff


Cochlear implants are an artificial body part that replaces a pawn's ear. replacement with 65% efficiency.

Acquisition[edit]

Cochlear implants can be crafted at a machining table once the prosthetics research project has been completed. Each requires Steel 20 Steel, Component 4 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

They can also be purchased from traders or occasionally found installed on raiders

Summary[edit]

Cochlear implants replace the user's organic ear. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%, which impacts Hearing. Cochlear implants also remove the "Disfigured" opinion penalty held by other pawns from having a missing ear.

The more capable ear is responsible for 75% of Hearing. If the implant is the most capable part, it results in restoring 48.75% hearing, or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear. Hearing, in turn, affects the following stats: Conversion Power, Negotiation Ability, Social Impact, Tame Animal Chance, Trade Price Improvement, Train Animal Chance. For full details, see those pages.

For a pawn at 100% quality, the first prosthetic ear results in a 4% reduction in character quality, and a second further reduces it by 14% for a total reduction of 18%. Each implant increases the pawn's wealth by a flat $220 per prosthetic in addition to the character quality reduction.

As an artificial part, cochlear implants 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 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 4.

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]

The hearing capacity only affects two different work types:

  1. Social - Wardening and Trade; and
  2. Animals - Taming and Training

Hearing also affects social ineraction between pawns, so an implant will slightly increase their chances to share a double bed. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously recommended if a bionic ear cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%. As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.

There is also a niche use for Body modder pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 mood buff to body modders / transhumanists even in the early game, so long as they are never expected to do anything social or train animals.

Hearing Right ear
Deaf Hearing loss Cochlear implant Organic ear Bionic ear
Left ear Deaf 000% 037.5% 049% 075% 094%
Hearing loss 037.5% 050% 061.25% 087.5% 106.25%
Cochlear implant 049% 061.25% 065% 091% 110%
Organic ear 075% 087.5% 091% 100% 119%
Bionic ear 094% 106.25% 110% 119% 125%