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.
- Tech Level
- 2 kg
- Required Research
- Bionic replacements
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- TechHediff, Bionic
A bionic spine is an artificial body part that acts a total spine replacement. It provides 100% efficiency, the same as an organic spine.
Bionic spines can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.
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.
If the operation fails, the part has a 100% chance to be destroyed.
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 bioregeneration cycle, or the scarless gene, which is naturally found on Sanguophages. A shattered spine can only otherwise be cured by a healer mech serum.
The bionic spine can also be useful to give to body modders for a mood buff without affecting any stats, with 6 installed parts giving the maximum mood buff. However bionic eyes, legs, and arms 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 pawns.
- 0.19.2009 - Added.