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.
- Medical Items – Body Parts
- Tech Level
- Required Research
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
Cochlear implants are an artificial body part that replaces a pawn's ear. replacement with 65% efficiency.
Cochlear implants can be crafted at a Machining table once the Prosthetics research project has been completed. They require 20 Steel, 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
They can also be purchased from traders or occasionally found installed on raiders
Cochlear implants replace the user's 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" opinion penalty held by other pawns from having a missing 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: Conversion Power, Negotiation Ability, Social Impact, Tame Animal Chance, Trade Price Improvement, Train Animal Chance. 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.[Values]
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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Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 4.
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
The hearing capacity only affects two different work types:
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%. 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.
|Deaf||Hearing loss||Cochlear implant||Organic ear||Bionic ear|