Difference between revisions of "Hearing"

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{{stub}}{{Capacity
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{{Capacity
 
| default base value = 1
 
| default base value = 1
 
| to string style = PercentZero
 
| to string style = PercentZero
| description = How well a creature can detect sound waves. It improves social and trade prices
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| description = How well a creature can detect sound waves. It improves social and trade prices.
}}
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}}  
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== Effects ==
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{{Stub|section=1|reason=Other mechanical interactions need testing - baby giggling, insults, television,  ritual participation (inc [but not only] drum ritual and its recreation effects) etc}}
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Hearing has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]].
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Pawns with {{Bad|0%}} Hearing do not get the [[mood]] bonus from musical instruments{{RoyaltyIcon}}, or the mood penalties from disturbed sleep or crying [[babies]]{{BiotechIcon}}. They also have no {{Bad|-25}} opinion towards pawns with [[Annoying voice]] or [[Creepy breathing]].
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Animals also have a Hearing capacity, but it's not clear if it affects any of their stats.
  
 
== Affected stats ==
 
== Affected stats ==
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The following factors affect Hearing:
 
The following factors affect Hearing:
 
=== Base factors ===
 
=== Base factors ===
* Ear part efficiency. ?% importance for each ear, ? allowed defect. ? Max
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* Ear efficiency. 100% importance, no allowed defect, no max.
** [[Hearing loss]]: part efficiency offset {{--|20%}}
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** The game assigns 75% weight to the stronger ear and 25% weight to the weaker, so entirely losing a single ear reduces hearing by 25% rather than 50%. As such the effects on Hearing of each change to Ear efficiency are displayed in the table below rather than listed with each entry.
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** [[Hearing loss]]: Part efficiency offset {{--|20%}}.
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** [[Cochlear implant]]: 65% part efficiency.
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** [[Bionic ear]]: 125% part efficiency.
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{{Hearing Part Efficiency Table}}
  
 
=== Offsets ===
 
=== Offsets ===
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** Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a {{--|40%}} to Hearing.
 
** Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a {{--|40%}} to Hearing.
 
* [[Sensory mechanites]]: {{+|50%}}
 
* [[Sensory mechanites]]: {{+|50%}}
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== Version history ==
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* [[Version/1.2.2719|1.2.2719]] - Humans with 0% hearing no longer get thoughts from listening to instruments.
  
 
{{nav|stats|wide}}
 
{{nav|stats|wide}}
 
<noinclude>[[Category:Capacity]]</noinclude>
 
<noinclude>[[Category:Capacity]]</noinclude>

Latest revision as of 13:40, 6 May 2024

Hearing is a pawn capacity: How well a creature can detect sound waves. It improves social and trade prices.

Effects[edit]

Hearing has a number of unique interactions with other mechanics, beyond the traditional effects on stats.

Pawns with 0% Hearing do not get the mood bonus from musical instrumentsContent added by the Royalty DLC, or the mood penalties from disturbed sleep or crying babiesContent added by the Biotech DLC. They also have no −25 opinion towards pawns with Annoying voice or Creepy breathing.

Animals also have a Hearing capacity, but it's not clear if it affects any of their stats.

Affected stats[edit]

NameTypeWeightMaxDescription
Conversion PowerStat0.91How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.
Trade Price ImprovementStat0.91When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.
Negotiation AbilityStat0.91How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.
Tame Animal ChanceStat0.31The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals.
Social ImpactStat0.31A multiplier on how much other people are affected by this person's social interactions.
Train Animal ChanceStat0.31The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.

Factors[edit]

The following factors affect Hearing:

Base factors[edit]

  • Ear efficiency. 100% importance, no allowed defect, no max.
    • The game assigns 75% weight to the stronger ear and 25% weight to the weaker, so entirely losing a single ear reduces hearing by 25% rather than 50%. As such the effects on Hearing of each change to Ear efficiency are displayed in the table below rather than listed with each entry.
    • Hearing loss: Part efficiency offset −20%.
    • Cochlear implant: 65% part efficiency.
    • Bionic ear: 125% part efficiency.
Hearing Right ear
Deaf Hearing loss Cochlear implant Organic ear Bionic ear
Left ear Deaf 000% 037.5% 049% 075% 094%
Hearing loss 037.5% 050% 061.25% 087.5% 106.25%
Cochlear implant 049% 061.25% 065% 091% 110%
Organic ear 075% 087.5% 091% 100% 119%
Bionic ear 094% 106.25% 110% 119% 125%

Offsets[edit]

The following offsets affect Hearing:

  • Dementia: −25%
    • Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a −40% to Hearing.
  • Sensory mechanites: +50%

Version history[edit]

  • 1.2.2719 - Humans with 0% hearing no longer get thoughts from listening to instruments.