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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
| tech level = Spacer
 
 
| 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 replace the user's [[Table of Human Body Parts|organic ear]]. They are universal and can be installed on either the left or right side. It has a part efficiency of 125%, which impacts [[Hearing]]. It also removes the "''Disfigured''" [[social|opinion penalty]] from other pawns when missing an ear.
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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.
  
The more capable ear is responsible for 75% of Hearing. For pawn with 2 healthy ears, installing a 1 bionic ear increases hearing by 19%. 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.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}}
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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 ===
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===Installation===
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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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 {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
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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 will be destroyed.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
The [[hearing]] capacity only affects two different work types:
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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.
# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
 
# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
 
Hearing also affects social interaction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]].
 
  
While superior to a [[cochlear implant]], bionic ears only affect those 2 work types, and only up to 100% Hearing. The ''only'' pawns that will benefit from a bionic ear are those who serve one/both of those roles ''and'' have damaged hearing. There is 0 benefit to installing a bionic ear on a healthy pawn, except for [[body modder]]s and transhumanists{{IdeologyIcon}} but unless they are performing the social/animal roles, the cheaper [[cochlear implant]] serves just as well.  
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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.
  
A pawn with hearing loss will reach >100% hearing with 1 bionic ear. A pawn deaf in or missing both ears would get only 94% Hearing from a single bionic ear, but a bionic ear + cochlear implant would push hearing to 110%.
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[[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.
{{Hearing Part Efficiency Table}}
 
  
 
{{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]]

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