Difference between revisions of "Bionic eye"
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| marketvalue = 1030 | | marketvalue = 1030 | ||
| max hit points base = 50 | | max hit points base = 50 | ||
+ | | tradeTags = TechHediff, Bionic | ||
+ | | techHediffsTags = Advanced | ||
+ | | thingSetMakerTags = RewardStandardMidFreq | ||
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Revision as of 11:44, 22 March 2021
Bionic eye
An advanced artifical[sic] 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 Items – Body Parts
Creation
- thingSetMakerTags
- RewardStandardMidFreq
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
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 on average increases a colonist's sight by 12.5% for each one 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 19%, and a second increases it by 6% to the expected 125%.
Acquistion
Bionic eyes can be crafted at a fabrication bench for 15 plasteel and 4 advanced components or purchased from traders. Installing a bionic eye requires 3 medicine.
They require a crafting skill of 8.
Analysis
Bionic eyes can be useful for gunners or snipers who will shoot enemies from a distance as a boost to sight can increase accuracy. Bionic eyes can also be used to "cure" cataracts in aged colonists.
As with all bionics, it will give a mood buff to anyone with the Transhumanist trait and a heavy penalty to anyone with the Body purist trait.
Version history
- 0.7.581 - Added
- Beta 19 - received a nerf to efficiency but is now craftable.