Difference between revisions of "Joywire"
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== Analysis == | == Analysis == | ||
− | + | 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 mmood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see [[Psychic harmonizer#Comatose pawns|this section]] for details. A joywire can also be installed into Royal [[quest]] guests{{RoyaltyIcon}} without penalty. They don't 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; ven cleaning, hauling, and [[move speed|walking]] are performed 20% slower. 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 other means of mood management aren't sufficient, it may be wiser to abandon them and get another recruit. | |
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[[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. | [[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. |
Revision as of 19:08, 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
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 to spread a mmood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see this section for details. A joywire can also be installed into Royal quest guests without penalty. They don't 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; ven cleaning, hauling, and walking are performed 20% slower. While the +30 mood buff is substantial, increasing mood can be done with many other ways, such as a social drug policy, fine orlavish meals, and beautiful rooms. Joywires could be useful for less useful colonists with Depressive or other traits that will cause mental breaks. But if other means of mood management aren't sufficient, it may be wiser to abandon them and get another recruit.
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