Bionic eye
Bionic eye
An advanced artificial 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
- 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 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 results in a 25% improvement to the colonist's sight if two are 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 18.75%, and a second increases it by 6.25% to the expected 125%.
Acquisition
Bionic eyes can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting of 8
They can also be bought from exotic traders, Empire traders, and at Outlander faction bases. They are also sometimes offered as a quest reward.
Summary
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Summary stuff goes here
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, 3x medicine of ?? quality or better, and a Medical skill of 5.
Removing the part requires ? of work, 1 medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Analysis
Bionic eyes are the first replacement available for any damaged natural eye; there is no "prosthetic" eye that is helpful. The next and ultimate step is the archotech eye, with a 150% bonus for two eyes replaced.
Bionic eyes can also be used to "cure" cataracts in aged colonists, and, of course, any missing eye, or complete blindness.
Due to the aforementioned weighting of one eye over both, upgrading the first eye is a much more significant improvement than the second; if you have multiple colonists who might benefit from improving their sight, all things equal you should give them each one improved eye before you give one of them two improved eyes.
As elective replacements, bionic eyes can benefit almost any task. Obviously in combat, they can be useful for gunners or snipers who will shoot enemies from a distance as a boost to sight can increase accuracy. But even for a colonist who regularly travels with a caravan, improved sight can help forage for berries, reducing the need to rely on carried food. It can benefit doctors, cooks, miners, researchers, general laborers - the list is long, although not all benefit equally. See Sight for full details.
As with all bionics, it will give a mood buff to anyone with the body modder trait and a heavy penalty to any colonist who is a body purist.
Version history
- 0.7.581 - Added
- Beta 19 - received a nerf to efficiency but is now craftable.