Difference between revisions of "Cochlear implant"

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{{stub}}{{infobox main|
 
{{stub}}{{infobox main|
 
| name = Cochlear implant
 
| name = Cochlear implant
| image = Health item prosthetic.png|Cochlear implant
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| image = Health item prosthetic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
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| techHediffsTags = Simple
 
| techHediffsTags = Simple
 
}}
 
}}
The '''cochlear implant''' is an ear replacement with 65% efficiency. 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 cochlear implant reduces hearing by 9%, and a second reduces it by 26% to 65%.
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'''Cochlear implants''' are an [[artificial body part]] that replaces a pawn's ear. replacement with 65% efficiency.
  
 
== Acquisition ==
 
== Acquisition ==
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== Summary ==
 
== Summary ==
One implant is a modest improvement for colonists who perform Social or Animal Training tasks, and a perfect choice for [[Traits#Body modder|body modders]] who do ''not''.  Otherwise wait for a (single) [[bionic ear]], which maxes hearing. A second implant is only 1/3 the improvement of the first, so, again, wait for the improved version.
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Cochlear implants replace the user's [[Table of Human Body Parts|organic ear]]. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%. This partially replaces the functionality of a normal ear -  as a 75% weighting is placed on the more capable part when calculating [[hearing]], the effect depends on whether the implant is the more capable part. If it is the most capable part, it results in in restoring 48.75% [[hearing]], or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear.
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Hearing, in turn, affects the following [[stats]]: {{#ask: [[Hearing Importance::+]]}}. For full details, see those pages.
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 +
Cochlear implants remove the "''Disfigured''" [[social|opinion penalty]] held by other pawns that a missing ear otherwise inflicts.
 +
 
 +
Each prosthetic ear results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.{{Check Tag|Values}}
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 +
As an artificial part, prosthetic ears will give a mood buff to anyone with the [[Traits#Body modder|Body modder]] trait, and a mood penalty to anyone with the [[Traits#Body purist|Body purist]] trait.
  
 
=== Installation ===
 
=== Installation ===
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== Analysis ==
 
== Analysis ==
The [[hearing]] stat only helps with two things: colonists performing [[Skills#Social|social tasks]] ([[Trade Price Improvement|trading]], prisoner recruitment), and colonists who are [[Skills#Animals|training animals]] ([[Tame Animal Chance]]).  Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]].
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The [[hearing]] capacity only affects two different work types:  
 
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# [[Work#Incapable_of_work_types|Social]] - Wardening and Trade; and
Another candidate is a body modder who does ''not'' perform those tasks, as bad hearing doesn't hurt anything else and makes the 'modder happy (see below). The cochlear implant also acts as a cosmetic replacement for a missing ear, so can be used to removed the "Disfigured" [[social]] penalty a missing ear inflicts.  
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# [[Work#Incapable_of_work_types|Animals]] - Taming and Training
 
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Hearing also affects social ineraction between pawns, so an implant will ''slightly'' increase their chances to share a [[double bed]]. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously if a [[bionic ear]] cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%.{{#if:{{#ask: [[Hearing Limit::>1.0001]]}}|{{Check Tag|Update Needed|Something is higher than 1}}}} As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.  
The hearing stat favors the better ear by 75%, so a stone deaf, "0% hearing" colonist, with 1 implant, gets 48% hearing improvement, and the full 65% with two implants. However, a colonist with standard [[hearing loss]] in both ears would only improve from 50% to 61% from 1 implant, a 22% ''relative'' improvement, but waiting for one [[bionic ear]] would improve hearing to 106%; and since the hearing stat maxes at 100%, that's all anyone needs.
 
  
There is also a niche use for [[Traits#Body modder|Body modder]] pawns - as the penalties only affects two specialized work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to transhumanist even in the early game, so long as they are never expected to do anything social or train animals.
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The cochlear implant also acts as a cosmetic replacement for a missing ear, so can be used to removed the "Disfigured" [[social]] penalty a missing ear inflicts.  
  
Cochlear implant require a [[Skills#Medical|Medical]] skill of 4 to install.
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There is also a niche use for [[Traits#Body modder|Body modder]] pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 [[mood]] buff to transhumanist even in the early game, so long as they are never expected to do anything social or train animals.
  
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{| class="wikitable"
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|-
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! rowspan=2; colspan=2; | [[Hearing]] !! colspan=5; | Right ear
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|-
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! ''Deaf'' !! Cochlear implant !! ''Organic ear'' !! [[Bionic ear]]
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|-
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! rowspan=5; | Left ear
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! ''Deaf''
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| <span style="color:firebrick; font-weight:bold">  0%</span> || <span style="color:firebrick; font-weight:bold"> 49%</span> || <span style="color:firebrick; font-weight:bold"> 75%</span> || <span style="color:firebrick; font-weight:bold"> 94%</span>
 +
|-
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! Cochlear implant
 +
| <span style="color:firebrick; font-weight:bold"> 49%</span> || <span style="color:firebrick; font-weight:bold">65%</span> || <span style="color:firebrick; font-weight:bold"> 91%</span> || <span style="color:forestgreen; font-weight:bold">110%</span>
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|-
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! ''Organic ear''
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| <span style="color:firebrick; font-weight:bold"> 75%</span> || <span style="color:firebrick; font-weight:bold"> 91%</span> || <span style="color:black; font-weight:bold">100%</span> || <span style="color:forestgreen; font-weight:bold">119%</span>
 +
|-
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! [[Bionic ear]]
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| <span style="color:firebrick; font-weight:bold"> 94%</span> || <span style="color:forestgreen; font-weight:bold">110%</span> || <span style="color:forestgreen; font-weight:bold">119%</span> || <span style="color:forestgreen; font-weight:bold">125%</span>
 +
|}
 
{{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]]

Revision as of 14:43, 18 August 2022

Cochlear implant

Cochlear implant

An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.

Base Stats

Type
Medical ItemsBody Parts
Market Value
220 Silver
Flammability
70%

Creation

Crafted At
Machining table
Required Research
Prosthetics
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 20 + Component 4
Technical
techHediffsTags
Simple
tradeTags
TechHediff


Cochlear implants are an artificial body part that replaces a pawn's ear. replacement with 65% efficiency.

Acquisition

Cochlear implants can be crafted at a Machining table once the Prosthetics research project has been completed. They require Steel 20 Steel, Component 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

They can also be purchased from traders or occasionally found installed on raiders

Summary

Cochlear implants replace the user's organic ear. They are universal and can be installed on either the left or right side. The cochlear implant has a part efficiency of 65%. This partially replaces the functionality of a normal ear - as a 75% weighting is placed on the more capable part when calculating hearing, the effect depends on whether the implant is the more capable part. If it is the most capable part, it results in in restoring 48.75% hearing, or a loss of 26.25% when replacing a healthy ear. If it is not, it restores 16.25%, or a loss of 8.75% when replacing a healthy ear.

Hearing, in turn, affects the following stats: Conversion Power, Negotiation Ability, Social Impact, Tame Animal Chance, Trade Price Improvement, Train Animal Chance. For full details, see those pages.

Cochlear implants remove the "Disfigured" opinion penalty held by other pawns that a missing ear otherwise inflicts.

Each prosthetic ear results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.[Values]

As an artificial part, prosthetic ears will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait.

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, ?x medicine of ?? quality or better, and a Medical skill of 4.

Removing the part requires ? of work, ?x medicine of ?? quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

The hearing capacity only affects two different work types:

  1. Social - Wardening and Trade; and
  2. Animals - Taming and Training

Hearing also affects social ineraction between pawns, so an implant will slightly increase their chances to share a double bed. Pawns that don't perform either of these work types can largely ignore Hearing entirely. For the pawns that do perform those tasks, using a cochlear implant to replace a damaged, ill, missing ear is obviously if a bionic ear cannot be obtained. Furthermore, no Hearing dependent stat is affected by Hearing above 100%. As such, when replacing both ears, a single bionic ear and a single cochlear implant totally remedies all hearing based issues, at a lower cost than two bionic ears.

The cochlear implant also acts as a cosmetic replacement for a missing ear, so can be used to removed the "Disfigured" social penalty a missing ear inflicts.

There is also a niche use for Body modder pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 mood buff to transhumanist even in the early game, so long as they are never expected to do anything social or train animals.

Hearing Right ear
Deaf Cochlear implant Organic ear Bionic ear
Left ear Deaf 0% 49% 75% 94%
Cochlear implant 49% 65% 91% 110%
Organic ear 75% 91% 100% 119%
Bionic ear 94% 110% 119% 125%