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{{Infobox main
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{{infobox main|
 
| name = Peg leg
 
| name = Peg leg
| image = Woodlog a.png
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| image = Wood log.png|Peg leg
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 
| description = A wood log fashioned into a crude but effective artificial leg.
 
| description = A wood log fashioned into a crude but effective artificial leg.
 
| class = Medieval
 
| class = Medieval
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| work to make = 0
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| resource 1 = Wood
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| resource 1 amount = 1
 
| marketvalue = 1.2
 
| marketvalue = 1.2
 
| max hit points base = 30
 
| max hit points base = 30
<!-- Creation -->
 
| skill 1 = medical
 
| skill 1 level = 3
 
| work to make = 1500
 
| work speed stat = Medical Operation Speed
 
| resource 1 = Wood
 
| resource 1 amount = 1
 
| resource 2 = Herbal medicine
 
| resource 2 amount = 2
 
<!-- Technical -->
 
 
| tradeTags = TechHediff
 
| tradeTags = TechHediff
 
| techHediffsTags = Poor
 
| techHediffsTags = Poor
 
}}
 
}}
{{Info|'''Peg legs''' are a [[artificial body part]] that replaces a pawn's leg. It is the worst kind of leg available, but is better than having a missing leg.}}
 
  
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{{Info|Peg legs are a prosthetic replacement for a pawn's leg. It is the worst kind of leg available, but is better than having a missing foot or leg.}}
 
== Acquisition ==
 
== Acquisition ==
Unlike most other prostheses, peg legs don't have a separate item form. Instead, when ordering a [[Health#Operations|surgical operation]] on a pawn, {{Required Resources}} is consumed and the peg leg is added to the pawn. Converting a log to a peg leg does not take any work. Notably, when removed the peg leg turns back into a wooden log.
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A peg leg requires no previous work to turn into a prosthesis before installation. Instead, when ordering a [[Health#Operations|surgical operation]] on a pawn, a [[wood|wooden log]] is consumed and the peg leg is added to the pawn. Notably, when removed the peg leg turns back into a wooden log.
  
 
== Summary ==
 
== Summary ==
Peg legs replace the user's [[Table of Human Body Parts|entire organic leg]]. The peg leg has a part efficiency of 60%. This partially replaces the functionality of a normal leg - when coupled with each leg body part having a [[Moving]] importance of 50%, it results in restoring 30% [[moving]] per missing leg replaced, or a loss of 20% when replacing a healthy leg.
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{{stub|section=1}}
 
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Summary stuff goes here
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a change in [[melee dodge chance]] equivalent to losing {{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.2}} levels of [[Melee]] skill per leg replaced. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0% for pawns with skill under 9, when replacing one leg, or under 12 for both legs.
 
  
Each peg leg results in -10% character quality and thus a 10% reduction in the affected individual's pawn value.
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===Installation===
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{{stub|section=1}}
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Installing the part requires {{ticks|1500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 3.
  
As an artificial part, peg legs 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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Removing the part requires ? of work, 2x medicine of herbal quality or better, and a [[Skills#Medical|Medical skill]] of ?.
  
=== Installation ===
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
Installing the part requires {{Ticks|1500}} of work, {{Icon Small|wood||1}} [[wood]], 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 3.
 
  
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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== Analysis ==
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Each peg leg has a 60% part efficiency, averaged between two legs. As a pawns [[Moving]] stat relies on both legs, this translates to an averaged 20% reduction in [[Move Speed]] to an otherwise healthy pawn, per peg leg added. This is significantly better than having a disabled or missing foot or leg however, which removes an averaged 50% mobility per leg affected (0 mobility for the loss of both legs).  
  
If the operation fails, the wood will be destroyed.
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A peg leg is a significant impediment to a pawn as most activities will involve walking. Additionally it also affects [[Melee Dodge Chance]]. With an 1800% importance placed on movement, the loss of 20% results in loss of dodge chance equivalent to 3.6 levels of melee skill. Due to how the stat is fit to a post-process curve, this can result in the melee dodge chance dropping to 0 for pawns with skill under 9.  
  
== Analysis ==
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The bottom line is that while a peg leg is significantly better than having a missing leg, its replacement with a modern prosthesis should be strongly considered, depending how much that colonist relies on "movement" to do their job(s).
The peg leg is certainly better than a missing or otherwise inoperative leg, but you should strongly consider replacing it with a [[prosthetic leg|modern prosthesis]] as soon as possible. Movement is important for combat, many types of work, and general efficiency (getting up from bed to work...), making it a very valuable stat. For pawns that don't move as much, like researchers, this upgrade is less important.
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: (In cases where only the foot is missing, a [[wooden foot]] will also restore some mobility with only half the movement penalty and the exact same material and research requirements, so upgrading is less of an improvement.)
  
In cases where only the foot is missing, a [[wooden foot]] only has half the [[Moving]] penalty, which means it restores more movement, and it has the exact same material and research requirements.
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So, remembering that 1 peg leg leaves the colonist at 80% movement, the options are:
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In cases where only the foot is missing, a [[Wooden foot]] will also restore mobility with half the movement penalty and the exact same material and research requirements.
  
=== Prisoners ===
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Each peg leg results in -10% character quality and thus a 10% reduction in the affected individual's pawn value.
Alternatively, peg legs can be installed on your [[prisoner]]s, making them easier to stop when starting a prison escape or going [[berserk]]. As peg legs actively make the pawn worse, it isn't recommended to install peg legs on those who you would like to recruit, at least until you can make [[bionic leg]] replacements.
 
 
 
Unlike healthy organic legs, peg legs can be removed; removing them will result in no leg, and removing both will permanently incapacitate a pawn. This is great if you want to keep prisoners long term without them attempting to a break out, such as for selling them, harvesting [[hemogen pack]]s,{{BiotechIcon}} or [[gene extractor|extract genes]]{{BiotechIcon}} from. However, if the [[Dead calm]] gene{{BiotechIcon}} can be applied to them instead, it is superior as they won't require a colonist or [[slave]]{{IdeologyIcon}} to feed them and legs won't have to be reinstalled if they are to be sold.
 
  
{{Moving Part Efficiency Table}}
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Peg legs will give a mood penalty to colonists with the Body Purist trait because it is a foreign object attached to their body. Transhumanists will gain a bonus.
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
  
{{Nav|body parts|wide}}
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{{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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