Bionic eye

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Bionic eye

Bionic eye

An advanced artificial eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.

Base Stats

Type
Medical ItemsBody Parts
Market Value
1030 Silver

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced
tradeTags
TechHediff, Bionic


A Bionic eye is an artificial eye that can replace a natural one through implant surgery. Unlike their natural counterparts, bionic eyes do not scar. They have 125% efficiency, which results in a 25% improvement to the colonist's sight if two are installed. Since the game gives a greater weighting on the more capable part when calculating sight, with it contributing to 75% of a pawn's sight capability, installing a single bionic eye increases sight by 18.75%, and a second increases it by 6.25% to the expected 125%.

Acquisition

Bionic eyes can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require Plasteel 15 Plasteel, Advanced component 4 Advanced component, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

They can also be bought from exotic traders, Empire traders, and at Outlander faction bases. They are also sometimes offered as a quest reward.

Summary

Summary stuff goes here

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, 3x medicine of ?? quality or better, and a Medical skill of 5.

Removing the part requires ? of work, 1 medicine of ?? quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

Bionic eyes have two primary purposes - treatment and augmentation.

Bionic eyes are the first artificial replacement for a damaged natural eye to become available; there are no "prosthetic" eyes. Commonly available from outlander faction bases and in quest rewards they thus, they will likely also be the first available method for to cure damaged, diseased, or missing eyes unless you chance upon a healer mech serum or rush biosculpter podsContent added by the Ideology DLC.

Due to the aforementioned weighting of one eye over both, upgrading the first eye is a much more significant improvement than the second; if you have multiple colonists who might benefit from improving their sight, all things equal you should give them each one improved eye before you give one of them two improved eyes.

As elective replacements, bionic eyes can benefit almost any task. In combat, they are useful for improving the accuracy of both ranged and melee pawns - the first eye is equivalent to another 2 levels of the relevant skill to both Shooting Accuracy and Melee Hit Chance, while the second eye improves that by 1 to equivalent to 3 additional levels. Melee Dodge Chance also improves by the equivalent of 1.5 levels of melee with one eye installed, or 2 for both.

Outside of combat, they significantly improve a colonists' Medical Tend Quality, resulting in better outcomes for their patients. Adding a bionic eye also hastens intellectual tasks like researching and hacking, though adding a second eye offers no further improvement. Finally it also improves Foraged Food Amount, reducing the need to rely on carried food on caravans, and Cooking Speed, doing exactly what the name implies. See Sight, and the pages of the relevant stats, for full details.

These buffs mean that bionic eyes are sought-after buffs for a fairly wide variety of pawns. Generally speaking, shooters benefit more than melee pawns due to the exponential nature of how shooting accuracy is applied. Meanwhile, doctors have one of the most important tasks in the colony and can fully exploit both eyes, and are thus often ideal candidates for implantation. Cooks also benefit significantly, so long as the 160% speed cap has not already been reached through skill or manipulation buffs. They should thus be given second call on any eyes. This leaves only researchers as the final job to prioritize, and they only require one eye. Caravanners do benefit as mentioned above, and while the buff is fairly significant relative to the base stat, foraged food is generally not relevant enough to warrant a bionic eye to optimize.

The next and ultimate step is the archotech eye, with a 150% bonus for two eyes replaced. These should largely be issue in the same priority order as bionic eyes, though keep in mind that replacing bionic eyes with archotech runs the risk of losing both.

As with all bionics, it will give a mood buff to anyone with the body modder trait and a heavy penalty to any colonist who is a body purist. They are a strong option for body modders - not conflicting with any other

Version history

  • 0.7.581 - Added
  • Beta 19 - received a nerf to efficiency but is now craftable.