Difference between revisions of "Mindscrew"

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== Acquisition ==
 
== Acquisition ==
A mindscrew is made with {{icon|steel|15}} [[steel]], {{icon|component|4}} [[component]]s and {{Ticks|{{P|Work To Make #}}}} of work at the [[fabrication bench]], after the [[Research#Brain wiring|Brain Wiring]] research is completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require a [[Skills#Crafting |crafting skill]] of 5.
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Mindscrews can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
 
== Summary ==
 
== Summary ==

Revision as of 01:37, 7 June 2022

Mindscrew

Mindscrew

Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.

Base Stats

Type
Medical ItemsBody Parts
Market Value
210 Silver
Mass
4 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 15 + Component 4
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
PainCauser
tradeTags
ImplantEmpireCommon


The Mindscrew is an implant that permanent gives a pawn that's been implanted with it +20% Pain.

Acquisition

Mindscrews can be crafted at a Machining table once the Brain wiring research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require Steel 15 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 2,500 ticks (41.67 secs) of work, 2x medicine of ?? quality or better, and a Medical skill of 5.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Once installed, it cannot be removed.[Fact Check]

Analysis

May be useful on masochists to give a permanent mood boost to them. Note that this also makes them generally less effective as the pain itself will inflict a -4% consciousness penalty, and also in battle since they collapse earlier from pain.

On non-masochist pawns, just the pain from the mindscrew will inflict enough pain to give a -10 mood penalty.

On Wimps, it will causes immediate and permanent shock as the pain will instantly reach their pain shock threshold.

Can also be useful on psycasters since they recover from neural heat faster when in pain.

There is also potential synergy with the psychic harmonizer when used on prisoners as psychic harmonizers only affect pawns of the implantee's faction.