Editing Bionic ear
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| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments. | | description = An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments. | ||
| production facility 1 = Fabrication bench | | production facility 1 = Fabrication bench | ||
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== Summary == | == Summary == | ||
− | Bionic ears | + | Bionic ears have a part efficiency of 125%. Since there is 75% weighting placed on the more capable part when calculating a pawn's [[hearing]] capability, installing a single bionic ear increases hearing by 19%, and a second increases it by a further 6% for a total of 125%. Note that {{hover title|1.3.3200|as of the time of writing}}, hearing over 100% does not improve any [[stat]] beyond that which an healthy pawn would already have. |
− | + | Bionic ears fully replace a missing natural ear, including removing the "''Disfigured''" [[social|opinion penalty]] from other pawns. They are universal and can be installed on either the left or right. | |
− | === Installation === | + | ===Installation=== |
− | Installing the part requires {{ | + | {{stub|section=1}} |
+ | Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | Removing the part requires | + | Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?. |
− | If the operation fails, the part | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
== Analysis == | == Analysis == | ||
− | + | While it is significantly better than a [[Cochlear implant]], with a part efficiency of 125% vs. 65%, its rare that the bionic ear is necessary. There is no benefit to having a hearing higher than 100%, and the only stats hearing does affect are those pertaining to [[Skills#Social|Social]] and [[Animals|Animal handling]] tasks, so the ''only'' pawns that could benefit from a bionic ear are colonists who both serve one/both of those roles ''and'' have damaged hearing. | |
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− | + | Keep in mind that if your colonist only suffers from [[Ailments#Hearing_loss|hearing loss]], since hearing is weighted 75% for the better ear, replacing just one pushes hearing over 100% and so one is all that is needed. If the ear is totally destroyed however, this will only get the value to 94%. Even in that case, a bionic ear and a cochlear implant provides 110% hearing and is significantly cheaper than two bionic ears. A colonist with [[hearing loss]] or a [[cochlear implant]] in the non-bionic ear will still have over 100% hearing. | |
− | + | [[Body modder]]s, of course, will benefit from anything that does not hurt their functionality in the colony, but unless they are performing the social/animal roles, the cheaper [[cochlear implant]] serves just as well. | |
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] |