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{{infobox main|
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{{stub}}{{infobox main|
 
| name = Cochlear implant
 
| name = Cochlear implant
 
| image = Health item prosthetic.png
 
| image = Health item prosthetic.png
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== Summary ==
 
== Summary ==
Cochlear implants 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. The cochlear implant has a part efficiency of 65%, which impacts [[Hearing]]. Cochlear implants also remove the "''Disfigured''" [[social|opinion penalty]] held by other pawns from having a missing ear.
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Cochlear implants 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. The cochlear implant has a part efficiency of 65%. This partially replaces the functionality of a normal ear -  as a 75% weighting is placed on the more capable part when calculating [[hearing]], the effect depends on whether the implant is the more capable part. If it is the most capable part, it results in in restoring 48.75% [[hearing]], or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear.  
  
The more capable ear is responsible for 75% of Hearing. If the implant is the most capable part, it results in restoring 48.75% [[hearing]], or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear. Hearing, in turn, affects the following [[stats]]: {{#ask: [[Hearing Importance::+]]}}. For full details, see those pages.
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Hearing, in turn, affects the following [[stats]]: {{#ask: [[Hearing Importance::+]]}}. For full details, see those pages.
  
Each prosthetic ear also results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.{{Check Tag|Values}}
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Cochlear implants remove the "''Disfigured''" [[social|opinion penalty]] held by other pawns that a missing ear otherwise inflicts.
  
As an artificial part, cochlear implants will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.
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Each prosthetic ear results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.{{Check Tag|Values}}
  
=== Installation ===
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As an artificial part, cochlear implants will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait, and a mood penalty to anyone with the [[Traits#Body purist|Body purist]] trait.
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
 
  
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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=== Installation ===
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{{stub|section=1}}
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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 4.
  
If the operation fails, the part will be destroyed.
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Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
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# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
 
# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
 
# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
 
# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously recommended if a [[bionic ear]] cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}} As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.  
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Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously if a [[bionic ear]] cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}} As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.
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The cochlear implant also acts as a cosmetic replacement for a missing ear, so can be used to removed the "Disfigured" [[social]] penalty a missing ear inflicts.  
  
There is also a niche use for [[Body modder]] pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to body modders / transhumanists even in the early game, so long as they are never expected to do anything social or train animals.
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There is also a niche use for [[Traits#Body modder|Body modder]] pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to transhumanist even in the early game, so long as they are never expected to do anything social or train animals.
  
{{Hearing Part Efficiency Table}}
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{| class="wikitable"
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|-
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! rowspan=2; colspan=2; | [[Hearing]] !! colspan=5; | Right ear
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|-
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! ''Deaf'' !! Cochlear implant !! ''Organic ear'' !! [[Bionic ear]]
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|-
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! rowspan=5; | Left ear
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! ''Deaf''
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| <span style="color:firebrick; font-weight:bold">  0%</span> || <span style="color:firebrick; font-weight:bold"> 49%</span> || <span style="color:firebrick; font-weight:bold"> 75%</span> || <span style="color:firebrick; font-weight:bold"> 94%</span>
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|-
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! Cochlear implant
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| <span style="color:firebrick; font-weight:bold"> 49%</span> || <span style="color:firebrick; font-weight:bold">65%</span> || <span style="color:firebrick; font-weight:bold"> 91%</span> || <span style="color:forestgreen; font-weight:bold">110%</span>
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|-
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! ''Organic ear''
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| <span style="color:firebrick; font-weight:bold"> 75%</span> || <span style="color:firebrick; font-weight:bold"> 91%</span> || <span style="color:black; font-weight:bold">100%</span> || <span style="color:forestgreen; font-weight:bold">119%</span>
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|-
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! [[Bionic ear]]
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| <span style="color:firebrick; font-weight:bold"> 94%</span> || <span style="color:forestgreen; font-weight:bold">110%</span> || <span style="color:forestgreen; font-weight:bold">119%</span> || <span style="color:forestgreen; font-weight:bold">125%</span>
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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]]

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