Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
He'll get a movement boost alright but would be better with a pair.
I was researching the technology for real medical beds and the vital monitors thingy when I got it. While waiting for the answer here I finished that research so I'll build those first. The medical room is already a pretty decent clean room, so that's covered. And both of my main doctor pawns are fair good at medicine....they've had a LOT of practice. haha
Cool, that's what I was hoping to hear. I didn't want to do the surgery if there was some downside to only doing one leg. I mean, I'll give her one for her other leg if I ever get one...but beggars can't be choosers until then.
It's a shame I couldn't harvest a leg off one of the prisoners a quest I'm currently on is making me keep for 23 days. I already took a lung and a kidney from each of them. I mean, maintenance and food aren't cheap, they need to pay for their room and board.
I've never even seen Glitterworld medicine. I know it's a thing, it shows up in the list for configuration of a stockpile. But haven't had any traders offer it in my game yet. I just barely got medicine instead of herbal medicine a few game hours ago. LOL
Additionally, I got a 2nd Archotech leg just now from another quest. Decided to give it to a different pawn though, because they are a bodymodder personality and have been crying they don't have any parts installed.
I don't know if you already know this, but since you're asking about something similar, here's something nice for you:
https://rimworldwiki.com/wiki/Capacity
Do take the time to read each one of these at least once, pawn abilities are not so black and white, and everything affects everything else, the mobility from 1 leg is quite obvious, it makes you faster, but other aspects of a pawn's body also change how everything works to different degrees, IE: When you think of bionic eyes you'd obviously think of ranged and melee accuracy, what is not so obvious is that nearly every task in the game also uses sight so adding those increases the pawn's abilities in many, many unexpected ways.
Take Luciferium as an example: https://rimworldwiki.com/wiki/Luciferium
It says "moving +5", so when you look at it you'd think "hey, that's a neat little buff"
But it's not really just 5% to moving,
Counscience adds 1.0 moving, luci gives you +10% so that's an additional 10% moving
Blood pumping is another .2 moving, since it adds +15% that's another 3% moving
Breathing increases anoter .2, since it's +10% add 2% more
So in reality Luciferium says it adds 5% to your movement, but it's actually at least 20%, and I'm not going deeper into the bonus reading because there might be a bit more to it, take as an example the Blood Pumping, which also adds to counsciosness, which also adds to moving, a pair of bionic legs gives you 125% movement, just having Luci gives a brand new pawn the abilities of a bionic pawn, if you're not afraid of the side effects.
This is also relevant when you read into other bonuses, such as neurocharges, it's not "just +10% counsciousness", that's a 10% bonus to pretty much everything, they will be faster, they will eat faster, they will work faster, etc... And it all adds up, other drugs can also be deceiving at a quick glance as they add a lot more than you'd expect.
I'm just getting to the point in my game where I will be able to get more access to that stuff for the sake of "improvement"...prior to this it has all about just fixing the pawns that have actual current health issues.
Still need to do something about my poor Hunter who had her stomach literally 'destroyed'...she's my favorite of all my pawns and I want to fix her.
They won't have to eat often (which is a loss of mood buffs if you make good food+have a good dining room) and will develop cancer from time to time, but it's easily extracted if medical treatment isn't an issue for you, I've had like 8 of them in my current run and extracted them all.
Do be warned that if you get hit with EMP you'll stop and vomit, so it makes your organic pawns capable of being stunned, so it's not recommended for melee guys as you'll probably shower them with EMP grenades against mechs.
Or, if you really dislike the idea there's always the bionic stomach, it's pretty vanilla
I've got some researching to go before I get to that...or get lucky with quest rewards or trade (if that is even something that shows up for those) I'm currently at industrial tech level.
If I install a bionic stomach now, can I replace it with a nuclear one once I get one?
Do keep in mind that every surgery in the game has a minimal chance of failure, even if you set up everything perfectly, think it's 1 or 2%
I'm cool with that. I've learned that the most fun in this game is had by rolling with the punches and playing out the bad events.
It's why I say my last two games (which were my first two) ended in "absolute colony loss". I mean, I could have just reloaded from an earlier save, but where's the fun in that?
I love Rogue-like games too. Though I wasn't brave enough to enable that mode in this game being so new to it.