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| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = 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. | | description = 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. | ||
| class = | | class = | ||
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| thingSetMakerTags = RewardStandardMidFreq | | thingSetMakerTags = RewardStandardMidFreq | ||
}} | }} | ||
− | {{Info|A '''Bionic eye''' is an artificial eye that | + | |
+ | {{Info|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 == | == Acquisition == | ||
− | Bionic eyes 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}}]] | + | Bionic eyes 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}}]] of {{P|Skill 1 Level}} |
− | They can also be | + | They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward. |
== Summary == | == Summary == | ||
− | + | {{stub|section=1}} | |
+ | Summary stuff goes here | ||
− | + | ===Installation=== | |
+ | {{stub|section=1}} | ||
+ | Installing the part requires {{ticks|2500}} of work, 3x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | + | Removing the part requires ? of work, 1 medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?. | |
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− | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | |
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== Analysis == | == Analysis == | ||
− | Bionic | + | Bionic eyes are the first replacement available for any damaged natural eye; there is no "prosthetic" eye that is helpful. The next and ultimate step is the [[archotech eye]], with a 150% bonus for two eyes replaced. |
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− | + | Bionic eyes can also be used to "cure" [[cataract]]s in aged colonists, and, of course, any missing eye, or complete blindness. | |
− | + | 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 | + | As elective replacements, bionic eyes can benefit almost any task. Obviously in combat, they can be useful for gunners or snipers who will shoot enemies from a distance as a boost to sight can increase accuracy. But even for a colonist who regularly travels with a [[caravan]], improved sight can help forage for berries, reducing the need to rely on carried food. It can benefit doctors, cooks, miners, researchers, general laborers - the list is long, although not all benefit equally. See [[Sight]] for full details. |
− | + | 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 any colonist who is a [[Traits#Body purist|body purist]]. | |
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== Version history == | == Version history == | ||
* [[Version/0.7.581|0.7.581]] - Added | * [[Version/0.7.581|0.7.581]] - Added | ||
− | * Beta 19 - | + | * Beta 19 - received a nerf to efficiency but is now craftable. |
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
− | [[Category:Medical Item]] [[Category: | + | [[Category:Medical Item]] |
+ | [[Category:Body Part]] |