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| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
 
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{{Info|A '''Bionic eye''' is an artificial eye that improves sight.}}
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{{Info|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 ==
 
== Acquisition ==
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== Summary ==
 
== Summary ==
Bionic eyes replace natural eyes. Bionic eyes have a 125% efficiency, which results in a {{+|25%}} improvement to [[Sight]] if two are installed.
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{{stub|section=1}}
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Summary stuff goes here
  
However, the game places 75% weighting on the more capable eye for the purposes of sight. Installing the first bionic eye on a healthy pawn would increase sight by {{+|18.75%}}, while the second would provide a {{+|6.25%}} increase.
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===Installation===
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{{stub|section=1}}
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Installing the part requires {{ticks|2500}} of work, 3x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
=== Installation ===
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Removing the part requires ? of work, 1 medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
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.
 
  
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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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
 
 
If the operation fails, the part will be destroyed.
 
  
 
== Analysis ==
 
== Analysis ==
Bionic eyes can repair damaged sight, and augment normal sight for healthy pawns. There are no prosthetic eyes - bionic eyes are the first replacement for a damaged natural eye, and eyes are easily scarred. Before Bionics are researched, getting an eye from a [[trader]] is your best bet, unless you chance upon a [[healer mech serum]] or rush for a [[biosculpter pod]]{{IdeologyIcon}}.
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Bionic eyes have two primary purposes - treatment of damaged sight and augmentation of normal sight.  
  
''Damaged'' sight reduces [[general labor speed]] and a wide variety of other stats, slowing virtually any task a pawn can do. Improving Sight past 100% boosts: [[Shooting Accuracy]] & [[Melee Hit Chance]], [[Melee Dodge Chance]], [[Medical Tend Quality]], and [[Cooking Speed]]. Sight up to 110% also provides a slight boost to [[Research Speed]] and [[Hacking Speed]]. A bionic eye is roughly equal to +2 levels of Shooting or Melee, with a bonus for melee dodge chance.
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Bionic eyes are the first artificial replacement for a damaged natural eye to become available; there are no "prosthetic" eyes. Commonly available from [[outlander]] [[faction base]]s and in [[quest]] rewards they thus, they will likely also be the first available method for to cure damaged, diseased, or missing eyes unless you chance upon a [[healer mech serum]] or rush [[biosculpter pod]]s{{IdeologyIcon}}.
  
Prioritize replacing damaged eyes first, then getting a single bionic eye on healthy colonists, then potentially getting a second eye per colonist. [[Archotech eye]]s are a trader/quest -only upgrade, and should be installed in the same order.  
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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.
  
Compared to other bionic parts, the penalty for lost sight is so widespread that bionic eyes should be prioritized on anyone (reasonably important) with damaged/missing eyes. On a healthy pawn, eyes are better for combat, while arms and legs are better for work speed. Legs may also be better in combat if you rely on [[kiting]] tactics, allowing you to reliably outrun many types of enemies. Which bionic should be installed first depends on playstyle, personal preference, and [[difficulty]].
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As elective replacements, bionic eyes can benefit almost any task. In combat, they are useful for improving the accuracy of both ranged and melee pawns - the first eye is equivalent to another 2 levels of the relevant skill to both [[Shooting Accuracy]] and [[Melee Hit Chance]], while the second eye improves that by 1 to equivalent to 3 additional levels. [[Melee Dodge Chance]] also improves by the equivalent of 1.5 levels of melee with one eye installed, or 2 for both.
  
With the [[blindsight]] meme, bionic eyes can be used to restore a pawn's sight. This allows the pawn to repeat the blinding ritual. Each blinding ritual has a chance to give them a psylink level. Only one bionic eye is required to enable a blinding ritual. At 100% ritual quality, there is a 50% chance to gain a psylink level. This means on average 2 bionic eyes will be spent per psylink level.
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Outside of combat, they significantly improve a colonists' [[Medical Tend Quality]], resulting in better outcomes for their patients. Adding a bionic eye also hastens [[intellectual]] tasks like [[Research Speed|researching]] and [[Hacking Speed|hacking]], though adding a second eye offers no further improvement. Finally it also improves [[Foraged Food Amount]], reducing the need to rely on carried food on caravans, and [[Cooking Speed]], doing exactly what the name implies. See [[Sight]], and the pages of the relevant stats, for full details.
  
{{Sight Part Efficiency Table}}
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These buffs mean that bionic eyes are sought-after buffs for a fairly wide variety of pawns. Generally speaking, shooters benefit more than melee pawns due to the exponential nature of how shooting accuracy is applied. Meanwhile, doctors have one of the most important tasks in the colony and can fully exploit both eyes, and are thus often ideal candidates for implantation. Cooks also benefit significantly, so long as the 160% speed cap has not already been reached through skill or [[manipulation]] buffs. They should thus be given second call on any eyes. This leaves only researchers as the final job to prioritize, and they only require one eye. Caravanners do benefit as mentioned above, and while the buff is fairly significant relative to the base stat, foraged food is generally not relevant enough to warrant a bionic eye to optimize.
  
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]]. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship.
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The next and ultimate step is the [[archotech eye]], with a 150% bonus for two eyes replaced. These should largely be issue in the same priority order as bionic eyes, though keep in mind that replacing bionic eyes with archotech runs the risk of losing both.
  
== Gallery ==
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As with all bionics, it will give a mood buff to anyone with the [[Traits#Body modder|body modder]] trait and a heavy penalty to any colonist who is a [[Traits#Body purist|body purist]]. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship.
<gallery>
 
Installed bionic eyes.png|Bionic eyes when installed on pawns
 
Bionic eye south.png|The texture for an installed bionic eye, south-facing
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
* Beta 19  - Received a nerf to efficiency but is now craftable.
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* Beta 19  - received a nerf to efficiency but is now craftable.
* [[Version/1.3.3066|1.3.3066]] - Pawn texture added.
 
  
 
{{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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