Difference between revisions of "Joywire"
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== Analysis == | == Analysis == | ||
− | Due to its hefty conciseness debuff, | + | Due to its hefty conciseness debuff, it is generally a bad idea to install joywires on your colonists. While a substantial increase, the +30 mood buff can be achieved via many other ways and the [[Consciousness]] penalty makes the pawn significantly slower and/or worse at almost every task. Even cleaning, hauling, or simply [[move speed|walking]] is performed 20% slower. Conversely, a joywire can be installed into Royal [[quest]] guests{{RoyaltyIcon}}, keeping them happy even if you neglect some of their royal needs. |
− | + | Joywires work best with the [[psychic harmonizer]]{{RoyaltyIcon}}, especially on an already useless pawn. The harmonizer will spread the joywire's buff to other colonists. You can put one on a comatose pawn to make the mood buff stable; see [[Psychic harmonizer#Comatose pawns|this section]] for details. | |
− | + | Without the [[Royalty DLC]], a joywire can be useful for colonists with [[Depressive]] or other traits that will cause [[mental break]]s, who are not vital to your colony. However, these traits can often be handled by other methods, like a social [[drug]] policy, [[Fine meal|fine]] and [[lavish meal]]s, or beautiful rooms. Failing that, it may be wiser to abandon that pawn and recruit another. | |
− | + | [[Luciferium]] can offset the stat penalty, bringing Consciousness to 95%. While it's still -20% Consciousness compared to an ordinary luciferium addict, note that certain stats (like Moving) only scale up to 100% Consciousness. Therefore, the penalty is somewhat smaller compared to a non-drugged pawn gaining a joywire. Of course, you should have some means of obtaining luciferium, like a reliable Outlander [[trade]] faction. A [[neural supercharger]]{{IdeologyIcon}} is analogous as a stat increase, though doesn't have the same costs as luciferium. | |
== Trivia == | == Trivia == |
Revision as of 18:58, 18 November 2022
Joywire
A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Industrial
- Mass
- 0.2 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Brain wiring
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- Advanced
- tradeTags
- TechHediff
The joywire brain implant grants a permanent +30 mood boost. However, the bearer suffers a permanent -20% to consciousness. After implantation, it cannot be removed.
Acquisition
In the base game, the joywires cannot be crafted. Instead they can only be obtained via trade or found in ancient shrines.
With the Royalty DLC, joywires can be crafted at a Machining table once the Brain wiring research project has been completed. They require 20 Steel, 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Short summary of the things that consciousness affects needed. |
The joywire provides a permanent +30 mood buff at the cost of a −20% Consciousness malus, which is subtractive. The Consciousness penalty causes a decrease in most stats, directly impacting all of: Eating, Manipulation, Moving, Reading Speed, Talking. See those pages for details.
Installation
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.
It cannot be removed once installed.
If the operation fails, the part is always destroyed.
Installing a joywire onto a guest is not considered a harmful operation.
Analysis
Due to its hefty conciseness debuff, it is generally a bad idea to install joywires on your colonists. While a substantial increase, the +30 mood buff can be achieved via many other ways and the Consciousness penalty makes the pawn significantly slower and/or worse at almost every task. Even cleaning, hauling, or simply walking is performed 20% slower. Conversely, a joywire can be installed into Royal quest guests, keeping them happy even if you neglect some of their royal needs.
Joywires work best with the psychic harmonizer, especially on an already useless pawn. The harmonizer will spread the joywire's buff to other colonists. You can put one on a comatose pawn to make the mood buff stable; see this section for details.
Without the Royalty DLC, a joywire can be useful for colonists with Depressive or other traits that will cause mental breaks, who are not vital to your colony. However, these traits can often be handled by other methods, like a social drug policy, fine and lavish meals, or beautiful rooms. Failing that, it may be wiser to abandon that pawn and recruit another.
Luciferium can offset the stat penalty, bringing Consciousness to 95%. While it's still -20% Consciousness compared to an ordinary luciferium addict, note that certain stats (like Moving) only scale up to 100% Consciousness. Therefore, the penalty is somewhat smaller compared to a non-drugged pawn gaining a joywire. Of course, you should have some means of obtaining luciferium, like a reliable Outlander trade faction. A neural supercharger is analogous as a stat increase, though doesn't have the same costs as luciferium.
Trivia
The implant cannot be removed in the game, but according to the Joywire Addict and Addiction Counsel backstories and the fact the backstories appear on pawns without a joywire installed, this is not the case on other, probably more advanced, worlds.
Version history
- 0.12.906 - Added