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− | {{infobox main| | + | {{stub}}{{infobox main| |
| name = Cochlear implant | | name = Cochlear implant | ||
− | | image = Health item prosthetic.png | + | | image = Health item prosthetic.png|Cochlear implant |
| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| 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 | ||
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| techHediffsTags = Simple | | techHediffsTags = Simple | ||
}} | }} | ||
− | ''' | + | 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 == | + | ==Acquisition== |
− | + | 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. | |
− | + | It can also be purchased from traders or occasionally found installed on [[raiders]] | |
== Summary == | == Summary == | ||
− | + | One implant is a modest improvement for colonists who perform Social or Animal Training tasks, and a perfect choice for body modders who do ''not''. Otherwise wait for a (single) [[bionic ear]], which maxes hearing. A second implant is only 1/3 the improvement of the first, so, again, wait for the improved version. | |
− | + | ===Installation=== | |
+ | {{stub|section=1}} | ||
+ | Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4. | ||
− | + | Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?. | |
− | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | |
− | == | + | ==Analysis== |
− | + | The [[hearing]] stat only helps with two things: colonists performing [[Skills#Social|social tasks]] ([[Trade Price Improvement|trading]], prisoner recruitment), and colonists who are [[Skills#Animals|training animals]] ([[Tame Animal Chance]]). Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. | |
− | + | 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. Another candidate is a [[Traits#Body modder||body modder]] who does ''not'' perform those tasks, as bad hearing doesn't hurt anything else and makes the 'modder happy (see below). | |
− | + | The hearing stat favors the better ear by 75%, so a stone deaf, "0% hearing" colonist, with 1 implant, gets 48% hearing improvement, and the full 65% with two implants. However, a colonist with standard [[hearing loss]] in both ears would only improve from 50% to 61% from 1 implant, a 22% ''relative'' improvement, but waiting for one [[bionic ear]] would improve hearing to 106%; and since the hearing stat maxes at 100%, that's all anyone needs. | |
− | + | There is also a niche use for [[Traits#Body modder|Body modder]] pawns - as the penalties only affects two specialized 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. | |
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− | + | Cochlear implant require a [[Skills#Medical|Medical]] skill of 4 to install. | |
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
− | [[Category:Medical Item]] [[Category: | + | [[Category: Medical Item]] |
+ | [[Category: Body Part]] |