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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.
- 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 Component, 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%. This partially replaces the functionality of a normal ear - as a 75% weighting is placed on the more capable part when calculating hearing, the effect depends on whether the implant is the more capable part. If it is the most capable part, it results in 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.
Cochlear implants remove the "Disfigured" opinion penalty held by other pawns that a missing ear otherwise inflicts.
Each prosthetic ear results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.
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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.
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 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.
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.
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 transhumanist 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|