Bionic leg
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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
Bionic legs 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 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.
Summary
Bionic legs replace the user's entire organic leg. They are universal and can be installed on either the left or right side. The bionic leg has a part efficiency of 125%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a Moving importance of 50%, it results in an increase in moving of 12.5% over natural for each bionic leg installed.
Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a improvement in melee dodge chance equivalent to an additional 2.25 levels of Melee skill per leg replaced.
Each bionic leg results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.[Values]
As an artificial part, bionic legs will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 5.
Removing the part requires ? of work, ?x 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
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Bionic legs don't contain subparts like natural legs do. Any damage received by them will always be applied to their main 30 HP hit bar instead of being spread through their subparts. As a result, they are more likely to be destroyed in combat. On another hand, bionic legs that get damaged but not destroyed don't cause any bleeding or pain and they will never be scarred or loose a toe. Furthermore, the 25% bonus to move speed means that they will remain effective even after getting damaged.
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.
The options are:
Name | Moving (1x) | Moving (2x) | Market Value |
---|---|---|---|
Peg leg | 80% | 60% | 1.2 |
Wooden foot | 90% | 80% | 1.2 |
Prosthetic leg | 92.5% | 85% | 260 |
Prosthetic leg | 100% | 100% | - |
Bionic leg | 112.5% | 125% | 1,030 |
Archotech leg | 125% | 150% | 2,800 |
Version history
- 0.19.2009 - received a nerf to efficiency but is now craftable.