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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
| tech level = Spacer
 
 
| description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
 
| description = An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.
 
| production facility 1 = Fabrication bench
 
| production facility 1 = Fabrication bench
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| resource 2 = Advanced component
 
| resource 2 = Advanced component
 
| resource 2 amount = 4
 
| resource 2 amount = 4
| research = Bionic replacements
 
 
| work to make = 26000
 
| work to make = 26000
 
| skill 1 = Crafting
 
| skill 1 = Crafting
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| techHediffsTags = Advanced
 
| techHediffsTags = Advanced
 
}}
 
}}
A '''bionic spine''' is an [[artificial body part]] that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.
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A '''Bionic Spine''' is a spine body part replacement. It provides 100% efficiency.
  
== Acquisition ==
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==Acquistition==  
Bionic spines 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 spines can be purchased from traders or crafted with {{icon|plasteel|15}} [[plasteel]] and {{icon|advcomponent|4}} [[Advanced component]]s on the [[fabrication bench]] after [[Research#Bionic replacements|Bionic Replacements]] has been researched. They require a [[crafting]] skill of 8.
  
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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==Summary==
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Installing a bionic spine requires 2 medicine.
  
== Summary ==
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It prevents the [[Ailments|"bad back" condition]] but otherwise provides no other statistical bonus.
The bionic spine replaces a shattered or otherwise damaged spine, and both prevents and cures the [[bad back]] condition. It otherwise provides no other statistical, curative, or preventative benefit.
 
 
 
=== 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.
 
 
 
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.
 
 
 
If the operation fails, the part has a 100% chance to be destroyed.
 
  
 
== Analysis ==
 
== Analysis ==
As it does not provide additional efficiency, it's best as a replacement for a bad spine.  Bionic spines can cure colonists with scarred or shattered spines, as well as the [[bad back]] condition from old age. Bad backs and scars are only otherwise curable with [[luciferium]], a [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}} bioregeneration cycle, or the [[Genes#Scarless|scarless]] gene,{{BiotechIcon}} which is naturally found on [[Sanguophage]]s.{{BiotechIcon}} A shattered spine can only otherwise be cured by a healer mech serum.
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As it does not provide additional efficiency, it's best as a replacement body part.  Bionic spines can cure colonists with scarred or shattered spines, as well as the [[Ailments|"bad back" condition]] from old age. These conditions are otherwise only curable with [[Luciferium]] or a [[Healer mech serum]].
 
 
The bionic spine can also be useful to give to [[body modder]]s for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However [[bionic eye]]s, [[bionic leg|legs]], and [[bionic arm|arm]]s all cost the same as the bionic spine in silver or resources and, unlike the spine, give a stat boost to the relevant [[capacity]]. Two of each of these alternatives reaches the maximum buff and results in a significantly more capable colonist. Thus, the spine should only be used for this purpose if the other options are unavailable or otherwise contraindicated, such as on [[Blindsight]]{{IdeologyIcon}} pawns.
 
  
== Version history ==
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The bionic spine can also be useful to give to [[Traits|transhumanists]] for a mood buff without affecting any stats.
* [[Version/0.19.2009|0.19.2009]] - Added.
 
  
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==Version History==
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* Beta 19 - Added
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 

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