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{{infobox main|
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{{stub}}
| name = Bionic spine
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| image = Health item bionic.png|Bionic spine
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{{Define|Body Part
| type = Medical Items
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| image = Artificial Organ
| type2 = Body Parts
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| always haulable = true
| tech level = Spacer
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| def name = BionicSpine
| description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
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| description =
| production facility 1 = Fabrication bench
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| graphic class = Graphic_Single
| resource 1 = Plasteel
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| graphic path = Things/Item/BodyPart/ArtificialOrgan
| resource 1 amount = 15
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| is body part = true
| resource 2 = Advanced component
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| label = bionic leg
| resource 2 amount = 4
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| parent name = BodyPartBase
| research = Bionic replacements
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| path cost = 10
| work to make = 26000
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| selectable = true
| skill 1 = Crafting
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| thing class = ThingWithComps
| skill 1 level = 8
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| ticker type = Never
| mass base = 2
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| use hit points = true
| hp = 50
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| flammability base = 1.0
| flammability = 1.0
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| market value base = 1500
| marketvalue  = 1030
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| max hit points base = 50
| tradeTags = TechHediff, Bionic
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| mass =  
| techHediffsTags = Advanced
 
 
}}
 
}}
A '''bionic spine''' is an [[artificial body part]] that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.
 
 
== Acquisition ==
 
Bionic spines can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
 
 
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.
 
 
== Summary ==
 
The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the [[bad back]] condition. It otherwise provides no other statistical, curative, or preventative benefit.
 
 
=== 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.
 
 
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.
 
 
If the operation fails, the part has a 100% chance to be destroyed.
 
 
== Analysis ==
 
As it does not provide additional efficiency, it's best as a replacement for a bad spine.  Bionic spines can cure colonists with scarred or shattered spines, as well as the [[bad back]] condition from old age. Bad backs and scars are only otherwise curable with [[luciferium]], a [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}} bioregeneration cycle, or the [[Genes#Scarless|scarless]] gene,{{BiotechIcon}} which is naturally found on [[Sanguophage]]s.{{BiotechIcon}} A shattered spine can only otherwise be cured by a healer mech serum.
 
 
The bionic spine can also be useful to give to [[body modder]]s for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However [[bionic eye]]s, [[bionic leg|legs]], and [[bionic arm|arm]]s all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant [[capacity]]. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on [[Blindsight]]{{IdeologyIcon}} pawns.
 
 
== Version history ==
 
* [[Version/0.19.2009|0.19.2009]] - Added.
 
  
{{nav|body parts|wide}}
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Bionic spines are a spine replacement that will be added in 1.0. It provides 100% efficiency.
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 

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