Difference between revisions of "Painstopper"

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}}{{Info|A '''Painstopper''' is a brain implant that will completely eliminate a colonist's [[pain]] and any pain-related mood effects.}}
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}}{{Info|A '''painstopper''' is a brain implant that will completely eliminate a colonist's [[pain]] and any pain-related mood effects.}}
 
== Acquisition ==
 
== Acquisition ==
 
In the base game, painstoppers cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s.  
 
In the base game, painstoppers cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s.  
  
With the [[Royalty DLC]], painstoppers can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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With the [[Royalty DLC]], {{Acquisition}}
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
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Painstoppers multiply [[pain]] by '''×0%''', meaning that a pawn will never have pain and never go through [[downed|pain shock]].
Summary stuff goes here
 
  
===Installation===
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=== Installation ===
{{stub|section=1}}
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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 ?? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
 
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
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Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
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If the operation fails, the part will be destroyed.
  
 
== 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. 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.  
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{{Stub|section=1|reason=Deathless and death refusal make it great even for the risk averse}}
 +
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.  
  
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 pain 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.
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The painstopper can be a huge boon in combat, preventing the [[Consciousness]] loss of pain, improving {{DPS}} output when injured. As the [[Pain Shock Threshold]] is never crossed, the pawn can fight for longer as well. But this carries a significant risk - pawns that don't feel pain 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. Maintaining high damage output for longer can help end fights sooner, allowing you to win a fight before risking serious injury. However, 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. Combination with the [[Deathless]] gene,{{BiotechIcon}} such as on a [[sanguophage]],{{BiotechIcon}} significantly reduces this remaining risk
  
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. Both of these options reduce pain by 90%, rather than eliminating it completely.
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Colonists with the [[Masochist]] trait or following an [[Ideoligion]] with the [[Ideoligion#Pain|Pain: Idealized]] precept{{IdeologyIcon}} gain mood ''bonuses'' from pain, which will be eliminated by the painstopper. [[Psycast]]ers{{RoyaltyIcon}} also dissipate neural heat faster while in pain.
  
Painblockers are useful for negating the [[Traits#Wimp|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.
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Painstoppers are useful for negating the [[Wimp]] trait, though with the usual downsides. As the [[Extra pain]] gene{{BiotechIcon}} forces the Wimp trait but adds {{+|2}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]],{{BiotechIcon}} the two can be combined for free metabolic efficiency for painstopped pawns.
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 +
While [[Ghoul]] exclusive implants specify that pain is the main reason they cannot be installed in normal pawns, a painstopper does not allow a pawn to to have them installed.
 +
 
 +
=== Alternatives ===
 +
The [[Painless]] persona weapon trait{{RoyaltyIcon}} is a powerful alternative to a painstopper - offering the same 100% uptime, total pain elimination, but able to toggled by simply equipping and unequipping the weapon and attached to a powerful melee weapon. Finding a persona weapon with the correct trait depends on luck however as the persona weapons are rare and their traits are randomly selected. It obviously also limits the weapon selection of the painless pawn.  
 +
 
 +
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. Both of these options reduce pain by 90%, rather than eliminating it completely.
 +
 
 +
For a full list of pain reductions, see [[Pain#Factors|Pain]].
  
 
== Version history ==
 
== Version history ==

Latest revision as of 12:16, 27 September 2024

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[edit]

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. 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]

Painstoppers multiply pain by ×0%, meaning that a pawn will never have pain and never go through pain shock.

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.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

If the operation fails, the part will be destroyed.

Analysis[edit]

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, improving DPS output when injured. As the Pain Shock Threshold is never crossed, the pawn can fight for longer as well. But this carries a significant risk - pawns that don't feel pain 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. Maintaining high damage output for longer can help end fights sooner, allowing you to win a fight before risking serious injury. However, 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. Combination with the Deathless gene,Content added by the Biotech DLC such as on a sanguophage,Content added by the Biotech DLC significantly reduces this remaining risk

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 by the painstopper. PsycastersContent added by the Royalty DLC also dissipate neural heat faster while in pain.

Painstoppers are useful for negating the Wimp trait, though with the usual downsides. As the Extra pain geneContent added by the Biotech DLC forces the Wimp trait but adds +2Metabolic efficiency metabolic efficiency,Content added by the Biotech DLC the two can be combined for free metabolic efficiency for painstopped pawns.

While Ghoul exclusive implants specify that pain is the main reason they cannot be installed in normal pawns, a painstopper does not allow a pawn to to have them installed.

Alternatives[edit]

The Painless persona weapon traitContent added by the Royalty DLC is a powerful alternative to a painstopper - offering the same 100% uptime, total pain elimination, but able to toggled by simply equipping and unequipping the weapon and attached to a powerful melee weapon. Finding a persona weapon with the correct trait depends on luck however as the persona weapons are rare and their traits are randomly selected. It obviously also limits the weapon selection of the painless pawn.

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. Both of these options reduce pain by 90%, rather than eliminating it completely.

For a full list of pain reductions, see Pain.

Version history[edit]