Difference between revisions of "Joywire"

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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.
 
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.
 +
 +
After implanted, it cannot be removed, similar to all other implants.
  
 
==Acquisition==
 
==Acquisition==
They require a crafting skill of 5.
+
Joywires can be crafted with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.
  
 
==Analysis==
 
==Analysis==
??
+
The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed, like all other brain implants. The joywire can be used to counteract permanent depression, but because of the permanent, -20% consciousness (which effectively makes them 20% slower at everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be cured in the late game with a social drug policy, lavish meals, 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%.
 
 
 
== 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}}

Revision as of 16:59, 18 May 2021

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
Market Value
220 Silver [Note]
Mass
0.2 kg
HP
50
Flammability
100%

Creation

Crafted At
Machining table
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 implant grants a permanent +30 mood boost. However, the bearer suffers a permanent -20% to consciousness.The consciousness penalty can be partially offset by putting the bearer on Luciferium, 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.

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.

After implanted, it cannot be removed, similar to all other implants.

Acquisition

Joywires can be crafted with Steel 20 Steel, Component 4 Components in 15,000 ticks (4.17 mins).

Analysis

The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed, like all other brain implants. The joywire can be used to counteract permanent depression, but because of the permanent, -20% consciousness (which effectively makes them 20% slower at everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be cured in the late game with a social drug policy, lavish meals, 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%.

Version history