Bionic jaw
Bionic jaw
An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Body Part
- Jaw
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
A bionic jaw is an artificial body part that acts as a replacement for a pawn's natural jaw, increasing the Talking and Eating capacities.
Acquisition
Bionic jaws can be crafted at a fabrication bench once the bionic replacements research project has been completed. Each requires 10 Plasteel, 3 Advanced components, 26,000 ticks (7.22 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.
They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.[Verify]
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here,. |
Bionic jaws replace the user's organic jaw. The bionic jaw has a part efficiency of 125%. This not only fully replaces the functionality of a normal jaw - when coupled with the jaw body part having a Talking importance of ???? and a Eating importance of ???%, it results in both 125% in both capacities.
These capacities, in turn, affects the following stats: Trade Price Improvement, Social Impact, Negotiation Ability, Conversion Power, Train Animal Chance, Eating Speed, Tame Animal Chance. Note however, that as of the time of writing[When?] no stat is improved by a Talking capacity above 100%, and only one stat is dependent on eating - namely Eating Speed. However, a bonus will provide a buffer against stat and capacity penalties from other sources.
It also removes the Disfigured condition from pawns missing a jaw.
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 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.
If the operation fails, the part will be destroyed.
Analysis
A bionic jaws combines well with a joywire for dedicated wardens. It cancels the penalty to talking and eating from lowered consciousness. This combination can help take advantage of Moral Guides from secondary ideoligions without having to worry about their mood. However, bionic jaws will not nullify the effect of the joywire on manipulation and moving, greatly penalizing most other types of work and combat effectiveness.
The only type of work requiring good talking is animal handling. However, the relevant stats, Tame Animal Chance and Train Animal Chance both allow for a maximum 20% defect to talking, making the bionic jaw unnecessary.
For any other pawn, there is very little benefit from having a bionic jaw over a natural jaw.
For pawns with a missing jaw, then the bionic jaw must be compared to a denture. A denture is virtually free, except for the medicine used to install it. However, pawns with dentures remain disfigured, which worsen the opinion that most other pawns have of them. A bionic jaw will remove the disfigurement.
For the purpose of wealth management, a pawn with a denture will have a wealth value around 30% lower compared to the same pawn with a natural jaw. With a bionic jaw, the same pawn will have a value increased by 785 silvers. A denture is therefore a much better choice for the purpose of wealth management.
The increase to eating will allow a pawn to eat and to consume several types of food by about 23.75%. However, since a pawn spends only a tiny amount of time eating everyday, the benefit of this is negligible.
Version history
- 1.5.4062 - Added.