Difference between revisions of "Bionic leg"
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| flammability = 0.7 | | flammability = 0.7 | ||
| marketvalue = 1030 | | marketvalue = 1030 | ||
+ | | tradeTags = TechHediff, Bionic | ||
+ | | techHediffsTags = Advanced | ||
+ | | thingSetMakerTags = RewardStandardMidFreq | ||
}}{{Info|Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's [[Move Speed|move speed]] by 12.5% for each one installed.}} | }}{{Info|Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's [[Move Speed|move speed]] by 12.5% for each one installed.}} | ||
Revision as of 11:46, 22 March 2021
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Bionic leg
An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.
Base Stats
- Type
- Medical Items – Body Parts
- Mass
- 8 kg
- HP
- 50
- Flammability
- 70%
Creation
- thingSetMakerTags
- RewardStandardMidFreq
- techHediffsTags
- Advanced
- tradeTags
- TechHediff, Bionic
Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's move speed by 12.5% for each one installed.
Acquisition
It can be bought from traders or crafted at a fabrication bench with 15 plasteel and 4 advanced components. They require a crafting skill of 8.
Analysis
For for all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map over researchers who sit in one place. 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
- Beta 19 - received a nerf to efficiency but is now craftable.