|This article is suggested to be rewritten. Reason: See Cochlear implant for an example You can help RimWorld Wiki by improving it.|
An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.
- Tech Level
- 0.1 kg
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- TechHediff, Bionic
Bionic ears can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require 10 Plasteel, 3 Advanced component, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.
Bionic ears have a part efficiency of 125%. Since there is 75% weighting placed on the more capable part when calculating a pawn's hearing capability, installing a single bionic ear increases hearing by 19%, and a second increases it by a further 6% for a total of 125%. Note that , hearing over 100% does not improve any stat beyond that which an healthy pawn would already have.
Bionic ears fully replace a missing natural ear, including removing the "Disfigured" opinion penalty from other pawns. They are universal and can be installed on either the left or right.
|This section is a stub. You can help RimWorld Wiki by expanding it.|
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 chanceto be destroyed.
While it is significantly better than a Cochlear implant, with a part efficiency of 125% vs. 65%, its rare that the bionic ear is necessary. There is no benefit to having a hearing higher than 100%, and the only stats hearing does affect are those pertaining to Social and Animal handling tasks, so the only pawns that could benefit from a bionic ear are colonists who both serve one/both of those roles and have damaged hearing.
Keep in mind that if your colonist only suffers from hearing loss, since hearing is weighted 75% for the better ear, replacing just one pushes hearing over 100% and so one is all that is needed. If the ear is totally destroyed however, this will only get the value to 94%. Even in that case, a bionic ear and a cochlear implant provides 110% hearing and is significantly cheaper than two bionic ears. A colonist with hearing loss or a cochlear implant in the non-bionic ear will still have over 100% hearing.
Body modders, of course, will benefit from anything that does not hurt their functionality in the colony, but unless they are performing the social/animal roles, the cheaper cochlear implant serves just as well.
|Deaf||Hearing loss||Cochlear implant||Organic ear||Bionic ear|