Difference between revisions of "Bionic leg"
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== Version history == | == Version history == | ||
− | * | + | * [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency but is now craftable. |
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category: Medical Item]] | [[Category: Medical Item]] | ||
[[Category: Body Part]] | [[Category: Body Part]] |
Revision as of 02:27, 20 October 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
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- 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, 4 Advanced componentss and 26,000 ticks (7.22 mins). They require a crafting skill of 8.
Summary
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Installing requires 2,500 ticks (41.67 secs) of work, and a Medical skill of 5.
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. For people who dislike using killboxes, these can be utilized in the kiting tactic. As with all bionics, it will give a mood buff to anyone with the Body modder trait and a heavy penalty to anyone with the Body purist trait.
Version history
- 0.19.2009 - received a nerf to efficiency but is now craftable.