Bionic eye

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Bionic eye

Bionic eye

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.

Base Stats

Medical ItemsBody Parts
Tech Level
Market Value
1030 Silver


Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
TechHediff, Bionic

A Bionic eye is an artificial eye that improves sight.


Bionic eyes can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.


Bionic eyes replace natural eyes. Bionic eyes have a 125% efficiency, which results in a +25% improvement to Sight if two are installed.

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.


Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

Removing the part requires 2,000 ticks (33.33 secs) of work, 1x medicine of herbal quality or better, and has no Medical skill requirements.

If the operation fails, the part will be destroyed.


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 podContent added by the Ideology DLC.

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 eyes 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 Right eye
Blindness Cataract Organic eye Bionic eye Archotech eye
Left eye Blindness 000% 037.5% 075% 093.75% 112.5%
Cataract 037.5% 050% 087.5% 106.25% 125%
Organic eye 075% 087.5% 100% 118.75% 138%
Bionic eye 093.75% 106.25% 118.75% 125% 144.25%
Archotech eye 112.5% 125% 138% 144.25% 150%

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.


Version history[edit]

  • 0.7.581 - Added
  • Beta 19 - Received a nerf to efficiency but is now craftable.
  • 1.3.3066 - Pawn texture added.