Difference between revisions of "Cochlear implant"
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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%. | 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%. | ||
− | ==Acquisition== | + | == Acquisition == |
− | + | Cochlear implants 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}}]] skill of {{P|Skill 1 Level}}. | |
− | + | 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. | 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. | ||
− | ===Installation=== | + | === Installation === |
{{stub|section=1}} | {{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. | Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4. | ||
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | ||
− | ==Analysis== | + | == Analysis == |
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]]. | 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]]. | ||
Revision as of 02:06, 7 June 2022
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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 Items – Body Parts
- Flammability
- 70%
Creation
- Required Research
- Prosthetics
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- techHediffsTags
- Simple
- tradeTags
- TechHediff
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%.
Acquisition
Cochlear implants can be crafted at a Machining table once the Prosthetics research project has been completed. They require 20 Steel, 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
They can also be purchased from traders or occasionally found installed on raiders
Summary
One implant is a modest improvement for colonists who perform Social or Animal Training tasks, and a perfect choice for 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.
Installation
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 4.
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
The hearing stat only helps with two things: colonists performing social tasks (trading, prisoner recruitment), and colonists who are 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.
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). 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.
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.
There is also a niche use for 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.
Cochlear implant require a Medical skill of 4 to install.