Artificial body parts

Artificial body parts are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. 
Most prostheses fall loosely under one of several categories based on tech-level and research:
* Neolithic/Medieval: Crude wooden replacements, but better than nothing
* Prosthetics: "Modern" replacements that are still inferior to their natural human limb/organ, or specialized parts that come with some drawback.
* Bionics: futuristic replacements, better than the original, or exact replicas that are immune to health issues.
* Archotech: ultimate, futuristic replacements which cannot be crafted.
In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.
== Comparison to Flesh ==
Artificial parts offer some benefits over regular, fleshy counterparts:
* They are immune to certain health conditions. None can be infected or scarred, while health conditions like cataracts, bad backs, and heart attacks are prevented, depending on the part.
* Injuries to artificial body parts do not cause pain.
Like organic body parts, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.
== Body Modders and Purists ==
Pawns with the Body modder or Body purist Traits will either get a Mood bonus or penalty depending on how many artificial body parts they have, if any at all, while also gaining different Social opinions of other pawns, depending on if they also have artificial parts installed. Nearly every single artificial enhancement installed on a pawn is counted- from a peg leg, organ replacements, Royalty's glandular enhancements (healing enhancer, immunoenhancer), archotech body parts, a Mechlink, and Anomaly's flesh limbs and Revenant vertebrae. The only enhancements not considered by either trait is any levels of Psylink and upgrades used by a Mechanitor beyond the mechlink. No clothing or equipment item is counted, specifically Eltex gear or any psychically active Persona weapon. An implanted xenogerm will be counted as one single enhancement no matter how complex the xenogerm is.
Number ofEnhancements	Body Modder	Body ModderOpinion of Others	Body Purist	Body PuristOpinion of Others
0 	 	0 	0 	0
1 	 	 	 	
2 	 	 	 	
3 	 	 	 	
4 	 	 	 	
5 	 	 	 	
6 	 	 	 	
== Installation and Removal ==
There are two types of artificial parts: implants and prosthetics. Implants are attached to the natural flesh body part, while prosthetics are replacements that require the original to be removed.
Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants. Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.
Most prosthetics and implants can be uninstalled freely to retrieve the item back, with the exception of joywires, mindscrews and death acidifiers. Artificial parts cannot be uninstalled from corpses, with the exception of the mechlink which can ONLY be removed from corpses.
Artificial body parts cannot be installed on babies, but can be installed on children.
=== Part Compatibility ===
Most implants are compatible with all other implants with the exception of skin glands. However, prosthetic parts cannot have other prosthetic parts or implants installed on them; a bionic arm cannot have a field hand prosthetic or elbow blade implant attached.
== Head ==
=== Brain ===
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.
Name 	Type 	Effects
Joywire 	Implant	
* +30 mood buff
* -20% Consciousness
* Cannot be removed
Painstopper 	Implant	
* Pain x0%
Circadian assistant 	Implant	
* -20% Rest fall rate (awake longer)
* Susceptible to brain shock
Circadian half-cycler	Implant	
* Never sleep
* -15% Consciousness
* Susceptible to brain shock
Learning assistant 	Implant	
* Global Learning Factor +20% 
* Susceptible to brain shock
Mindscrew 	Implant	
* +20% pain 
* Cannot be removed
Neurocalculator 	Implant	
* Research Speed +20% 
* Susceptible to brain shock
Psychic harmonizer 	Implant	
* This pawn's mood affects others nearby 
* Effect scales with both implantee and target Psychic Sensitivity
Psychic reader 	Implant	
* Negotiation Ability +50% 
* Trade Price Improvement +10% 
* Both effects scale with Psychic Sensitivity
Psychic sensitizer 	Implant	
* Psychic Sensitivity +25%
=== Eyes ===
Name 	Type 	Effects
Archotech eye	Prosthetic	
* 150% efficiency
Bionic eye 	Prosthetic	
* 125% efficiency
=== Ears ===
Name 	Type 	Effects
Bionic ear 	Prosthetic	
* 125% efficiency
Cochlear implant	Prosthetic	
* 65% efficiency
=== Nose ===
Name 	Type 	Effects
Aesthetic nose 	Prosthetic	
* Beauty +1
Gastro-analyzer	Implant 	
* Cooking speed +5.0
 The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.
=== Mouth ===
Name 	Type 	Effects
Denture 	Prosthetic	
* 80% efficiency
* cannot have a tongue
Bionic jaw 	Prosthetic	
* 125% efficiency
Bionic tongue	Prosthetic	
* 100% efficiency
Venom fangs 	Implant 	
* toxic bite attack:
:- 15 damage
:- 2 second attack
:- 22% Armor Penetration
:- Toxic buildup in enemy
 The bionic tongue cannot be installed without a jaw, despite being able to have a natural tongue without a jaw.
== Limbs ==
=== Arms ===
All arms except for the drill arm replace everything from the shoulder down. The drill arm requires a functional shoulder to attach to.
Name 	Type 	Effects
Archotech arm 	Prosthetic	
* 150% Part efficiency
* 14 damage punch
:- 2 second attack
* 21% Armor Penetration
Bionic arm 	Prosthetic	
* 125% Part efficiency
* 12 damage punch
:- 2 second attack
Prosthetic arm	Prosthetic	
* 50% efficiency
* 8.2 damage punch (same as default)
:- 2 second attack
Drill arm 	Prosthetic	
* +70% Deep Drilling Speed
* +160% Mining Speed
* -8% Movement speed
* stabbing attack:
:- 13 damage
:- 2 second attack
:- 20% Armor Penetration
Elbow blade 	Implant 	
* cut attack:
:- 18 damage
:- 2 second attack
:- 27% Armor Penetration
Flesh tentacle	Mutation 	
* 120% efficiency
* 8.2 damage punch (same as default)
* Beauty -1
* Inflicts debuff, disabled if pawn is Inhumanized or a Body modder.
* Removal causes a Fleshbeast to spawn.
Flesh whip 	Mutation 	
* 20.5 damage cut
* Beauty -1
* Inflicts debuff, disabled if pawn is Inhumanized or a Body modder.
* Removal causes a Fleshbeast to spawn.
=== Hands ===
Name 	Type 	Effects
Wooden hand	Prosthetic	
* 60% Part efficiency
* cannot punch
Power claw 	Prosthetic	
* -8% Movement speed
* Scratch attack:
:- 22 damage
:- 2 second attack
:- 33% Armor Penetration
Field hand 	Prosthetic	
* Plant work speed +160%
* -8% Movement speed
* 9 damage punch
:- 2 second attack
* 13% Armor Penetration
Hand talon 	Implant 	
* Scratch attack:
: 15 damage
:- 1.5 second attack
:- 15% Armor Penetration
Venom talon	Implant 	
* toxic scratch attack:
:- 11 damage
:- 1.5 second attack
:- 15% Armor Penetration
:- Toxic buildup in enemy
=== Legs ===
Name 	Type 	Effects
Archotech leg 	Prosthetic 	
* 150% efficiency
Bionic leg 	Prosthetic 	
* 125% efficiency
Prosthetic leg	Prosthetic 	
* 85% efficiency
Peg leg 	Prosthetic 	
* 60% efficiency
Wooden foot 	Prosthetic (foot only)	
* 80% efficiency
Knee spike 	Implant 	
* stab attack:
:- 22 damage
:- 2.6 second attack
:- 38% Armor penetration
== Body ==
=== Stomach ===
Name 	Type 	Effects
Bionic stomach 	Prosthetic	
* 125% efficiency
* Food poisoning chance x 50%
* Prevents gut worms
Nuclear stomach 	Prosthetic	
* 125% efficiency
* Hunger Rate x 25%
* Prevents gut worms and food poisoning
* EMP damage causes vomiting
* Chance to inflict cancer on a regular basis
Reprocessor stomach	Prosthetic	
* 125% efficiency
* Hunger Rate x 75%
* Prevents gut worms
* EMP damage causes vomiting
Sterilizing stomach	Prosthetic	
* 125% efficiency
* Prevents gut worms and food poisoning
* EMP damage causes vomiting
Fleshmass stomach 	Mutation 	
* 100% efficiency
* Pain +8%
* Prevents gut worms and food poisoning
=== Heart ===
The heart pumps blood through the body. Pawns require a heart to survive, and will die instantly if it is removed or destroyed.
Name 	Type 	Effects
Heart 	Natural 	
* 100% efficiency
Bionic heart 	Prosthetic	
* 125% efficiency
* Prevents artery blockages and heart attacks
Prosthetic heart	Prosthetic	
* 80% efficiency
* Prevents artery blockages and heart attacks
=== Lungs ===
The lungs transfer gasses from the air to the blood. Pawns require at least one lung to survive, and will die instantly if their last one is removed or destroyed.
Name 	Type 	Effects
Lung (x2) 	Natural 	
* 100% efficiency
Detoxifier lung	Prosthetic	
* 110% efficiency
* Provides 60% Toxic Environment Resistance
* Prevents lung rot
* Negates acidic smog irritation
=== Kidneys ===
The kidneys filter toxins and pathogens from blood. Pawns require at least one kidney to survive, and will die instantly if their last one is removed or destroyed.
Name 	Type 	Effects
Kidney (x2) 	Natural 	
* 100% efficiency
Immunoenhancer 	Implant 	
* +8% Immunity Gain Speed
* each kidney can have one of these
Detoxifier kidney	Prosthetic	
* 110% efficiency
* Provides 50% Toxic Resistance
=== Liver ===
The liver filters toxins and synthesizes various necessary biochemicals. Pawns require a liver to survive, and will die instantly if it is removed or destroyed.
There are currently no artificial livers in the game, but organic ones can be harvested and replaced.
Name 	Type 	Effects
Liver	Natural	
* 100% efficiency
=== Torso ===
All torso implants can be installed at the same time, and are compatible with spinal prosthetics.
Name 	Type 	Effects
Death acidifier 	Implant 	
* Destroys all carried gear upon death
* Cannot be removed
Bionic spine 	Prosthetic (spine)	
* 100% efficiency
* Prevents the bad back condition
Healing enhancer 	Implant 	
* Natural Healing Factor x 150%
Aesthetic shaper 	Implant 	
* Beauty +1
Coagulator 	Implant 	
* Total bleed factor x 50%
Love enhancer 	Implant 	
* Provide more joy to romantic partners
Revenant vertebrae	Prosthetic (spine)	
* 100% efficiency
* Grants Revenant Invisibility ability
* Prevents the bad back condition
=== Skin ===
All skin implants are mutually exclusive and cannot be installed together.
Name 	Type 	Effects
Toughskin gland	Implant	
* Armor - Blunt +10%
* Armor - Heat +30%
* Armor - Sharp +35%
* Movement x 95%
Armorskin gland	Implant	
* Armor - Blunt +20%
* Armor - Heat +40%
* Armor - Sharp +52%
* Beauty -1
* Moving x 90%
Stoneskin gland	Implant	
* Armor - Blunt +30%
* Armor - Heat +50%
* Armor - Sharp +70%
* Beauty -2
* Movement x 85%
== Version history ==
* 0.7.581 - Artificial body part system added.
#Artificial body parts