Difference between revisions of "Bionic leg"

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m (PigeonGuru moved page Bionic Leg to Bionic leg: recapitalization)
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{{Define|Body Part
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{{Stub}}{{infobox main|
| image = Artificial Organ
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| name = Bionic leg
| always haulable = true
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| image = Health item bionic.png|Bionic leg
| def name = BionicLeg
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| type = Medical Items
| description = Bionic leg uses cutting-edge technology to give its owner extreme walking comfort and strength.
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| type2 = Body Parts
| graphic class = Graphic_Single
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| description = 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.
| graphic path = Things/Item/BodyPart/ArtificialOrgan
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| production facility 1 = Fabrication bench
| is body part = true
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| research = Bionic Replacements
| label = bionic leg
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| skill 1 = Crafting
| parent name = BodyPartBase
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| skill 1 level = 8
| path cost = 10
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| resource 1 = Plasteel
| selectable = true
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| resource 1 amount = 15
| thing class = ThingWithComps
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| resource 2 = Advanced component
| ticker type = Never
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| resource 2 amount = 4
| use hit points = true
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| work to make = 26000
| flammability base = 1.0
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| mass base = 8
| market value base = 1500
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| hp = 50
| max hit points base = 50
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| flammability = 0.7
|mass = 8
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| marketvalue  = 1030
}}
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| tradeTags = TechHediff, Bionic
{{Info|Bionic legs can sometimes be purchased from traders.  A bionic leg can be installed on a colonist to replace a missing or damaged leg, including the foot. Once installed, a bionic leg increases a colonist's move speed by 20%. Therefore, two bionic legs provide a 40% increase in move speed.
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| techHediffsTags = Advanced
}}
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| thingSetMakerTags = RewardStandardMidFreq
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}}{{Info|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|move speed]] by 12.5% for each one installed.}}
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==Acquisition==
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It can be bought from [[trade]]rs or crafted at a [[fabrication bench]] with {{Required Resources}}s and {{Ticks|{{P|Work To Make}}}}. They require a crafting skill of 8.
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== Summary ==
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{{stub|section=1}}
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Installing requires {{ticks|2500}} of work, and a [[Skills#Medical|Medical skill]] of 5.
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==Analysis==
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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.
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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 anyone with the [[Traits#Body purist|Body purist]] trait.
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== Version history ==
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* Beta 19 - received a nerf to efficiency but is now craftable.
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{{nav|body parts|wide}}
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[[Category: Medical Item]]
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[[Category: Body Part]]

Revision as of 05:31, 9 September 2021

Bionic leg

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 ItemsBody Parts
Market Value
1030 Silver
Mass
8 kg
HP
50
Flammability
70%

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
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

It can be bought from traders or crafted at a fabrication bench with Plasteel 15 Plasteel, Advanced component 4 Advanced componentss and 26,000 ticks (7.22 mins). They require a crafting skill of 8.

Summary

Installing requires 2,500 ticks (41.67 secs) of work, and a Medical skill of 5.

Analysis

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. As with all bionics, it will give a mood buff to anyone with the Body modder trait and a heavy penalty to anyone with the Body purist trait.

Version history

  • Beta 19 - received a nerf to efficiency but is now craftable.