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

Bionic leg

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 ItemsBody Parts
Market Value
1030 Silver
Mass
8 kg
HP
50
Flammability
70%

Creation

Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
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.