Difference between revisions of "Joywire"

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{{stub}}{{infobox main|
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{{infobox main|
 
| name = Joywire
 
| name = Joywire
 
| image = Health item prosthetic.png|Joywire
 
| image = Health item prosthetic.png|Joywire
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Industrial
 
| description = 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.
 
| description = 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.
 
| mass base = 0.2
 
| mass base = 0.2
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| techHediffsTags = Advanced
 
| techHediffsTags = Advanced
 
| thingSetMakerTags = RewardStandardLowFreq
 
| thingSetMakerTags = RewardStandardLowFreq
}}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}<!-- this comment here to suppress extra line break
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}}{{info|The '''joywire''' is a brain implant that grants a permanent but substantial [[mood]] boost in return for a permanent but substantial [[consciousness]] penalty. After implantation, it cannot be removed.}}  
-->The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] {{ideologyicon}} or with a [[neurosupercharger]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]].
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== Acquisition ==
 +
In the base game, the joywires cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s.
  
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation.
+
With the [[Royalty DLC]], {{Acquisition}}
 
 
After implantation, it cannot be removed.
 
 
 
==Acquisition==
 
Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}.
 
  
 
== Summary ==
 
== Summary ==
Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways, drugs like yayo can provide this.  
+
The joywire provides a permanent {{Thought| desc=It feels amazing| label=Joywire| value=+30| stack=1}} buff at the cost of a {{--|20%}} [[Consciousness]] malus. Note that this malus is subtractive, not multiplicative. This consciousness penalty in turn negatively affects almost every task a pawn can perform, as it directly affects the {{#ask: [[Consciousness Importance::+]]}} [[capacity|capacities]], and these in turn affect most [[stat]]s. See those pages for details.
  
===Installation===
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=== Installation ===
{{stub|section=1}}
 
 
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 
Installing the part requires {{ticks|2500}} of work, 2x medicine of [[Herbal medicine|Herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
It cannot be removed once installed.
+
'''It cannot be removed traditionally once installed.''' For non-traditional methods, see the [[#Removal|Analysis]] section.
  
 
If the operation fails, the part is always destroyed.
 
If the operation fails, the part is always destroyed.
 +
 +
Installing a joywire onto a guest is not considered a harmful operation.
  
 
== Analysis ==
 
== Analysis ==
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%.
+
Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can use a joywire and [[psychic harmonizer]]{{RoyaltyIcon}} to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see the [[Psychic harmonizer#Comatose pawns|Psychic harmonizer]] page for details. A joywire can also be installed into Royal [[quest]] guests{{RoyaltyIcon}} without penalty. [[Conceited noble]]s will not do work, and the implant keeps them happy even if you neglect some of their royal needs.
 +
 
 +
Otherwise, implanting a joywire on a colonist is generally a bad idea. The debuff is hefty; even cleaning, hauling, and [[move speed|walking]] are performed {{--|20%}} slower. In combat, joywires reduce accuracy and increases the chance to die from consciousness loss. While the {{+|30}} mood buff is substantial, increasing mood can be done with many other ways, such as a social [[drug]] policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms. Joywires could be useful for less useful colonists with [[Depressive]] or other traits that will cause [[mental break]]s. But, if the other means of mood management aren't sufficient, it may be wiser to just abandon them.
  
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.
+
[[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.
 +
 
 +
=== Alternatives ===
 +
The [[Genes#Very happy|Very happy]] {{BiotechIcon}} and [[Genes#Happy|Happy]] {{BiotechIcon}} genes provide much smaller {{+|10}} and {{+|5}} mood buffs respectively, in exchange for reduced metabolic efficiency, and requiring the appropriate facilities and extracted genes to modify a pawn. The metabolic penalties may be offset or negated entirely by mixing in other genes depending on what is needed or available.
 +
 
 +
At the cost of {{Icon Small|Bioferrite||30}} [[Bioferrite]] {{AnomalyIcon}}, a [[Bliss lobotomy]] {{AnomalyIcon}} provides a smaller {{+|20}} mood buff, while reducing [[Global Learning Factor]] by {{--|50%}}, disabling the [[Skills#Cooking|Cook]], [[Construct]], [[Skills#Plants|Grow]], [[Mine]], [[Skills#Plants|Plant Cut]], [[Skills#Craft|Smith, Tailor, Craft]], [[Research]] and [[Research#Anomaly|Dark Study]] {{AnomalyIcon}} work types, and increasing Prison Break Interval by 1000%. This procedure can also be removed with a [[Healer mech serum]] or [[Unnatural healing]] {{AnomalyIcon}}.
 +
 
 +
Unlike a joywire, neither alternatives reduce the Consciousness of affected pawns.
 +
 
 +
=== Removal ===
 +
While you cannot traditionally remove the joywire, it is possible to remove it indirectly by destroying the head of the implanted pawn and then resurrecting the pawn using a [[resurrector mech serum]].
 +
 
 +
This is not without issues however. First, consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allow colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there the risks normally associated with resurrection remain, including [[dementia]], [[blindness]], and [[resurrection psychosis]].
 +
 
 +
== 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 ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
 +
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 +
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

Latest revision as of 12:05, 27 September 2024

Joywire

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 ItemsBody Parts
Tech Level
Industrial
Market Value
220 Silver [Note]
Mass
0.2 kg
HP
50
Flammability
100%

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


The joywire is a brain implant that grants a permanent but substantial mood boost in return for a permanent but substantial consciousness penalty. After implantation, it cannot be removed.

Acquisition[edit]

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. Note that this research requires a techprint. Each requires Steel 20 Steel, Component 4 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

Summary[edit]

The joywire provides a permanent +30 Joywire mood buff at the cost of a −20% Consciousness malus. Note that this malus is subtractive, not multiplicative. This consciousness penalty in turn negatively affects almost every task a pawn can perform, as it directly affects the Eating, Manipulation, Moving, Reading Speed, Talking capacities, and these in turn affect most stats. See those pages for details.

Installation[edit]

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 traditionally once installed. For non-traditional methods, see the Analysis section.

If the operation fails, the part is always destroyed.

Installing a joywire onto a guest is not considered a harmful operation.

Analysis[edit]

Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can use a joywire and psychic harmonizerContent added by the Royalty DLC to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see the Psychic harmonizer page for details. A joywire can also be installed into Royal quest guestsContent added by the Royalty DLC without penalty. Conceited nobles will not do work, and the implant keeps them happy even if you neglect some of their royal needs.

Otherwise, implanting a joywire on a colonist is generally a bad idea. The debuff is hefty; even cleaning, hauling, and walking are performed −20% slower. In combat, joywires reduce accuracy and increases the chance to die from consciousness loss. While the +30 mood buff is substantial, increasing mood can be done with many other ways, such as a social drug policy, fine or lavish meals, and beautiful rooms. Joywires could be useful for less useful colonists with Depressive or other traits that will cause mental breaks. But, if the other means of mood management aren't sufficient, it may be wiser to just abandon them.

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 superchargerContent added by the Ideology DLC is analogous as a stat increase, though doesn't have the same costs as luciferium.

Alternatives[edit]

The Very happy Content added by the Biotech DLC and Happy Content added by the Biotech DLC genes provide much smaller +10 and +5 mood buffs respectively, in exchange for reduced metabolic efficiency, and requiring the appropriate facilities and extracted genes to modify a pawn. The metabolic penalties may be offset or negated entirely by mixing in other genes depending on what is needed or available.

At the cost of Bioferrite 30 Bioferrite Content added by the Anomaly DLC, a Bliss lobotomy Content added by the Anomaly DLC provides a smaller +20 mood buff, while reducing Global Learning Factor by −50%, disabling the Cook, Construct, Grow, Mine, Plant Cut, Smith, Tailor, Craft, Research and Dark Study Content added by the Anomaly DLC work types, and increasing Prison Break Interval by 1000%. This procedure can also be removed with a Healer mech serum or Unnatural healing Content added by the Anomaly DLC.

Unlike a joywire, neither alternatives reduce the Consciousness of affected pawns.

Removal[edit]

While you cannot traditionally remove the joywire, it is possible to remove it indirectly by destroying the head of the implanted pawn and then resurrecting the pawn using a resurrector mech serum.

This is not without issues however. First, consistently destroying the head can be difficult. With the Ideology DLC, extracting the skull from a dead pawn will do this reliably and safely, but without it, the best way is allow colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there the risks normally associated with resurrection remain, including dementia, blindness, and resurrection psychosis.

Trivia[edit]

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[edit]