Difference between revisions of "Painstopper"

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== Analysis ==
 
== Analysis ==
Pain reduces [[consciousness]] which in turn reduces [[manipulation]], [[moving]] and [[talking]]. Thus, it directly and significantly impacts almost every activity a pawn can perform. It also inflicts a significant [[mood]] debuff.
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Pain reduces [[consciousness]] which in turn reduces [[manipulation]], [[moving]] and [[talking]]. Thus, it directly and significantly impacts almost every activity a pawn can perform. It also inflicts a significant [[mood]] debuff. Most kinds of pain are temporary and not worth installing a Painstopper for that reason alone.  However, pain from [[Injury#Scarring|scars]] is permanent, and some painful diseases such as [[sensory mechanites]] can linger for long periods of time.  
  
Most kinds of pain are temporary and not worth installing a Painstopper for that reason alone.  However, pain from [[Injury#Scarring|scars]] is permanent, and some painful diseases such as [[Disease#Sensory Mechanites|Sensory Mechanites]] can linger for long periods of time. Note that colonists with the [[Masochist]] trait get a mood ''bonus'' from pain, and this will also be removed by the Painstopper. Also note that with the [[Royalty]] DLC {{RoyaltyIcon}}, psycasters recover neural heat quicker with pain. It also completely eliminates the downside of the Wimp trait, though in exchange for other risks.
 
  
The painstopper can also be a huge boon in combat. As the pawn is injured, the stat losses to pain stack with those of the injuries themselves and significantly decrease the [[DPS]] of a pawn. The painstopper prevents these losses and dramatically improves DPS output for the length of the fight. Additionally, as the [[Pain Shock Threshold]] is never crossed, meaning the pawn can fight longer as well.
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The painstopper can be a huge boon in combat, preventing the [[Consciousness]] loss of pain, which drmatically improves DPS output. As the [[Pain Shock Threshold]] is never crossed, meaning the pawn can fight longer as well. But this carries a significant risk - pawns that don't feel pawn will never be [[downed]] from it, meaning that pawns will keep fighting until they either win, die or, less likely, become incapacitated from serious leg, spine, pelvis or brain injury. While maintaining high damage output and longer can help end fights sooner, before they risk fatalities or win otherwise unwinnable fights, it is important to keep an eye on them so you can get them to retreat in time before they receive fatal damage, especially while hunting or in melee.
  
This carries a significant risk, as colonists with this implant will not go into shock from pain and will keep fighting until they either win, die or, less likely, become incapacitated from serious leg, spine, pelvis or brain injury. While maintaining high damage output and longer can help end fights sooner, before they risk fatalities or win otherwise unwinnable fights, it is important to keep an eye on them so you can get them to retreat in time before they receive fatal damage, especially while hunting or in melee.
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Temporary alternatives to reduce pain include [[Go-juice]] and the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}}, which reduces the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost.  
  
Alternatives to reduce pain such as [[Go-juice]] and the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} can be used to gain the benefits temporarily for either combat or maximizing skill success chance, without the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost.  
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Painblockers are useful for negating the [[Wimp]] trait, though with the usual downsides. Colonists with the [[Masochist]] trait or following an [[Ideoligion]] with the Pain: Idealized precept{{IdeologyIcon}} gain mood ''bonuses'' from pain, which will be eliminated. [[Psycast]]ers{{RoyaltyIcon}} also gain neural heat faster with pain.
 
 
Also, painstoppers can be used to take advantage of the attribute bonuses of [[sensory mechanites]] and [[fibrous mechanites]] without needing to have your pawn experience pain.
 
 
 
Installing the painstopper requires a medicine skill of 4.
 
  
 
== Version history ==
 
== Version history ==

Revision as of 04:26, 14 October 2022

Painstopper

Painstopper

A brain implant which inhibits nociception, or pain sensation. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
220 Silver
Flammability
70%

Creation

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


A Painstopper is a brain implant that will completely eliminate a colonist's pain and any pain-related mood effects.

Acquisition

In the base game, painstoppers cannot be crafted. Instead they can only be obtained via trade or found in ancient shrines.

With the Royalty DLC, painstoppers can be crafted at a Machining table once the Brain wiring 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.

Summary

Summary stuff goes here

Installation

Installing the part requires ?? 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

Pain reduces consciousness which in turn reduces manipulation, moving and talking. Thus, it directly and significantly impacts almost every activity a pawn can perform. It also inflicts a significant mood debuff. Most kinds of pain are temporary and not worth installing a Painstopper for that reason alone. However, pain from scars is permanent, and some painful diseases such as sensory mechanites can linger for long periods of time.


The painstopper can be a huge boon in combat, preventing the Consciousness loss of pain, which drmatically improves DPS output. As the Pain Shock Threshold is never crossed, meaning the pawn can fight longer as well. But this carries a significant risk - pawns that don't feel pawn will never be downed from it, meaning that pawns will keep fighting until they either win, die or, less likely, become incapacitated from serious leg, spine, pelvis or brain injury. While maintaining high damage output and longer can help end fights sooner, before they risk fatalities or win otherwise unwinnable fights, it is important to keep an eye on them so you can get them to retreat in time before they receive fatal damage, especially while hunting or in melee.

Temporary alternatives to reduce pain include Go-juice and the Painblock psycast Content added by the Royalty DLC, which reduces the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost.

Painblockers are useful for negating the Wimp trait, though with the usual downsides. Colonists with the Masochist trait or following an Ideoligion with the Pain: Idealized preceptContent added by the Ideology DLC gain mood bonuses from pain, which will be eliminated. PsycastersContent added by the Royalty DLC also gain neural heat faster with pain.

Version history