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− | {{infobox main| | + | {{Stub}}{{infobox main| |
| name = Bionic leg | | name = Bionic leg | ||
− | | image = Health item bionic.png | + | | image = Health item bionic.png|Bionic leg |
| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way. | | description = An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way. | ||
| production facility 1 = Fabrication bench | | production facility 1 = Fabrication bench | ||
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| techHediffsTags = Advanced | | techHediffsTags = Advanced | ||
| thingSetMakerTags = RewardStandardMidFreq | | thingSetMakerTags = RewardStandardMidFreq | ||
− | }}{{Info| | + | }}{{Info|Bionic legs can be installed on a colonist to replace a missing or damaged leg, including the foot. It has 125% efficiency, increasing a colonist's [[Move Speed|move speed]] by 12.5% for each one installed.}} |
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== Acquisition == | == Acquisition == | ||
Bionic legs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | Bionic legs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | ||
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== Summary == | == Summary == | ||
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− | + | Summary stuff goes here | |
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− | + | ===Installation=== | |
+ | {{stub|section=1}} | ||
+ | Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | + | Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?. | |
− | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | |
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− | + | ==Analysis== | |
+ | Bionic legs don't contain subparts like natural legs do. Any damage received by them will always be applied to their main 30 HP hit bar instead of being spread through their subparts. As a result, they are more likely to be destroyed in combat. On another hand, bionic legs that get damaged but not destroyed don't cause any bleeding or pain and they will never be scarred or loose a toe. Furthermore, the 25% bonus to move speed means that they will remain effective even after getting damaged. | ||
− | + | For for all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map over researchers who sit in one place. For people who dislike using killboxes, these can be utilized in the [[kiting]] tactic. | |
+ | As with all bionics, it will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait and a heavy penalty to anyone with the [[Traits#Body purist|Body purist]] trait. | ||
== Version history == | == Version history == | ||
− | * [[Version/0.19.2009|0.19.2009]] - | + | * [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency but is now craftable. |
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] |