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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
| tech level = Spacer
 
 
| 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 improves sight.}}
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{{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}}]] skill of {{P|Skill 1 Level}}.
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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 found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.
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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 ==
Bionic eyes replace natural eyes. Bionic eyes have a 125% efficiency, which results in a {{+|25%}} improvement to [[Sight]] if two are installed.
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{{stub|section=1}}
 
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Summary stuff goes here
However, the game places 75% weighting on the more capable eye for the purposes of sight. Installing the first bionic eye on a healthy pawn would increase sight by {{+|18.75%}}, while the second would provide a {{+|6.25%}} increase.
 
  
=== Installation ===
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===Installation===
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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{{stub|section=1}}
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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 {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
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Removing the part requires ? of work, 1 medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
  
If the operation fails, the part will be destroyed.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
Bionic eyes can repair damaged sight, and augment normal sight for healthy pawns. There are no prosthetic eyes - bionic eyes are the first replacement for a damaged natural eye, and eyes are easily scarred. Before Bionics are researched, getting an eye from a [[trader]] is your best bet, unless you chance upon a [[healer mech serum]] or rush for a [[biosculpter pod]]{{IdeologyIcon}}. 
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Bionic eyes can be useful for gunners or snipers who will shoot enemies from a distance as a boost to sight can increase accuracy. Bionic eyes can also be used to "cure" [[cataract]]s in aged colonists.
 
 
''Damaged'' sight reduces [[general labor speed]] and a wide variety of other stats, slowing virtually any task a pawn can do. Improving Sight past 100% boosts: [[Shooting Accuracy]] & [[Melee Hit Chance]], [[Melee Dodge Chance]], [[Medical Tend Quality]], and [[Cooking Speed]]. Sight up to 110% also provides a slight boost to [[Research Speed]] and [[Hacking Speed]]. A bionic eye is roughly equal to +2 levels of Shooting or Melee, with a bonus for melee dodge chance.
 
 
 
Prioritize replacing damaged eyes first, then getting a single bionic eye on healthy colonists, then potentially getting a second eye per colonist. [[Archotech eye]]s are a trader/quest -only upgrade, and should be installed in the same order.
 
 
 
Compared to other bionic parts, the penalty for lost sight is so widespread that bionic eyes should be prioritized on anyone (reasonably important) with damaged/missing eyes. On a healthy pawn, eyes are better for combat, while arms and legs are better for work speed. Legs may also be better in combat if you rely on [[kiting]] tactics, allowing you to reliably outrun many types of enemies. Which bionic should be installed first depends on playstyle, personal preference, and [[difficulty]].
 
 
 
With the [[blindsight]] meme, bionic eyes can be used to restore a pawn's sight. This allows the pawn to repeat the blinding ritual. Each blinding ritual has a chance to give them a psylink level. Only one bionic eye is required to enable a blinding ritual. At 100% ritual quality, there is a 50% chance to gain a psylink level. This means on average 2 bionic eyes will be spent per psylink level.
 
 
 
{{Sight Part Efficiency Table}}
 
 
 
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. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship.
 
  
== Gallery ==
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As with all bionics, it will give a mood buff to anyone with the Body modder [[traits|trait]] and a heavy penalty to anyone with the Body purist trait.
<gallery>
 
Installed bionic eyes.png|Bionic eyes when installed on pawns
 
Bionic eye south.png|The texture for an installed bionic eye, south-facing
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
* Beta 19  - Received a nerf to efficiency but is now craftable.
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* Beta 19  - received a nerf to efficiency but is now craftable.
* [[Version/1.3.3066|1.3.3066]] - Pawn texture added.
 
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
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[[Category:Medical Item]]
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[[Category:Body Part]]

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