Difference between revisions of "Neurocalculator"
(So first, you gotta remove the whole thing including the section and brackets, but also one of them in a section that say "Summary stuff goes here" - it should be pretty clear what the reason is. Consider adding the obvious reason to the template, rather than deleting a valid tag. (For reference the lack of reason is that the template didn't require one when the page was tagged, but you likely couldn't have known that)) Tag: Undo |
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Removing the part requires {{ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. | Removing the part requires {{ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | If the operation fails, the part | + | If the operation fails, the part will be destroyed. |
== Analysis == | == Analysis == |
Revision as of 11:23, 8 January 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Neurocalculator
A non-intelligent microcomputer controlled by a visual/tactile neural interface. It assists with memory and calculation, like a calculator and notepad embedded in the brain.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Neural computation
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- Advanced, ImplantEmpireCommon
- tradeTags
- Bionic, ImplantEmpireCommon
The Neurocalculator is an artificial body part added by the Royalty DLC that gives an implanted pawn a bonus of +20% Research Speed, while also making them vulnerable to brain shock.
Acquisition
Neurocalculators can be crafted at a Fabrication bench once the Neural computation research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Summary generally. Effects, order of operation to the benefit, stacking, implant location, body modder and purist and trasnhumanist etc etc. |
+20% Research Speed
When a pawn with this implant is shocked with EMP they will receive brain shock, knocking them unconscious temporarily.
Installation
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 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Value proposition/rush/prioritization/comparison to other alternatives/. |
The neurocalculator's main benefits are the 20% bonus research speed bonus and the mood buff that transhumanists receive. Due to this, it should only be installed on colonists that conduct research or use the ground-penetrating or long-range mineral scanner. It has no effect on hacking speed.
The brain shock effect can either be a negative or a positive. A melee pawn that is sensitive to EMP is significantly less useful as a melee blocker or way to lock down mechanoids, and significantly more likely to die. Meanwhile, a painstopped pawn or a slave that is sensitive to EMP has a way to reliably down them with no risk of death.
It is advised only colonists with high medical skills install the part as a failed surgery can lead to severe brain scarring and a near inoperable colonist post-surgery.