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{{infobox main| | {{infobox main| | ||
| name = Bionic ear | | name = Bionic ear | ||
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| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = 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. | | description = 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. | ||
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| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 8 | | skill 1 level = 8 | ||
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| techHediffsTags = Advanced | | techHediffsTags = Advanced | ||
}} | }} | ||
− | A '''Bionic ear''' is an | + | A '''Bionic ear''' is an ear replacement that has 125% efficiency, increasing [[hearing]] by providing 25% better part efficiency. |
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− | + | ==Acqusition== | |
+ | Bionic ears can be purchased from traders or crafted with {{icon|plasteel|10}} [[plasteel]] and {{icon|advcomponent|3}} [[Advanced component]]s on the [[fabrication bench]] after [[Research#Bionic replacements|Bionic Replacements]] has been researched. They require a crafting skill of 8. | ||
== Analysis == | == Analysis == | ||
− | + | Since the game gives a greater weighting on the more capable part when calculating hearing, with it contributing to 75% of a pawn's hearing capability, installing a single bionic ear increases hearing by 19%, and a second increases it by 6% to the expected 125%. | |
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− | + | A colonist with [[ailments#Hearing_Loss|hearing loss]] or a [[cochlear implant]] in the non-bionic ear will still have over 100% hearing. | |
− | + | Hearing impacts only social skills and animal taming/training. However, all hearing-based stats have a 100% cap on the amount of hearing considered — there is no benefit to having a hearing higher than 100%. This makes bionic ears only useful when a colonist already has damaged hearing. | |
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
− | [[Category:Medical Item]] [[Category: | + | [[Category: Medical Item]] |
+ | [[Category: Body Part]] |