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{{infobox main|
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{{stub}}{{infobox main|
 
| name = Cochlear implant
 
| name = Cochlear implant
| image = Health item prosthetic.png
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| image = Health item prosthetic.png|Cochlear implant
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
| tech level = Industrial
 
 
| description = An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
 
| description = An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
| research = Prosthetics
 
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 5
 
| skill 1 level = 5
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| techHediffsTags = Simple
 
| techHediffsTags = Simple
 
}}
 
}}
'''Cochlear implants''' are an [[artificial body part]] that replaces a pawn's ear. replacement with 65% efficiency.
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The '''cochlear implant''' is an ear replacement with 65% efficiency. Since the game gives a greater weighting on the more capable part when calculating [[hearing]], with it contributing to 75% of a pawn's hearing capability, installing a single cochlear implant reduces hearing by 9%, and a second reduces it by 26% to 65%.
  
== Acquisition ==
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==Acquisition==
Cochlear implants 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}}.
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Crafting a cochlear implant requires [[Research#Prosthetics|Prosthetics]] to be researched and a crafting skill of 5. It is crafted at a [[machining table]] for {{icon|steel|20}} [[steel]] and {{icon|component|4}} [[component]]s.  
  
They can also be purchased from traders or occasionally found installed on [[raiders]]
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It can also be purchased from traders or occasionally found installed on [[raiders]]
  
== Summary ==
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==Analysis==
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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?
  
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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It requires a medicine skill of 4 to install.
  
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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The better alternative is the [[bionic ear]].
 
 
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.
 
 
 
=== 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 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.
 
 
 
If the operation fails, the part will be destroyed.
 
 
 
== Analysis ==
 
The [[hearing]] capacity only affects two different work types:
 
# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
 
# [[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.
 
 
 
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.
 
 
 
{{Hearing Part Efficiency Table}}
 
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
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[[Category: Medical Item]]
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[[Category: Body Part]]

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