Difference between revisions of "Joywire"

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}}{{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''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]]. After implantation, it cannot be removed.}}
-->The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , 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. Unless you are making a [[Psychic harmonizer|Comatose pawns]]. Installing a joywire onto a guest is not considered a harmful operation.
 
 
 
After implantation, it cannot be removed.
 
 
 
 
==Acquisition==
 
==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}}.
 
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.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title.
+
{{Stub|section=1|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. This malus is an offset, so is additive 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===
 
===Installation===
 
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 once installed.'''
  
 
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%.
+
Due to its hefty conciseness debuff, the joywire is generally a bad idea to install it onto your colonists. While a substantial increase, the +30 mood buff can be achieved via many other ways and the [[consciousness]] penalty makes the pawn significantly slower and/or worse at almost every task. Even cleaning, hauling, or simply [[move speed|walking]] is performed 20% slower.
 +
 
 +
The consciousness penalty can be partially offset by putting the bearer on [[Luciferium]] but this only brings their consciousness to 95% and isn't recommended until you've got a reliable trade partner faction, ideally [[Outlanders]], and a sustainable economy, such as manufacturing and selling [[Flake]]. Alternatively, a [[Neural supercharger]]{{ideologyIcon}} can do the same. However, consideration must be given to the opportunity cost of this - the same improvements could be used to enhance an un-penalized pawn, resulting in similar quantitative gains over a normal pawn as they provide over to a joywired pawn over an unimproved joywired pawn. That is, the total penalty is still 20% of a pawns productivity for the same cost.
 +
 
 +
Due to the heavy debuff, its primary use is for colonists who will often go on mental breaks due to traits like [[Traits#Depressive|Depressive]] and are generally not vital to the colony's survival. However, because of the penalty, in most cases it would be better to either recruit a different pawn or manage the penalty some other way. The depression of the pawn can 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.
 +
 
 +
Normally it is only worth it to install it onto Royal [[quest]] guests{{RoyaltyIcon}}, since this allows you to ignore some of the need of their title and ensures they stay happy. It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as it spreads the joywire's mood bonus to nearby pawns.  This is especially useful on pawns that already have reduced consciousness as it allows a permanent, stable mood buff. See  [[Psychic harmonizer#Comatose pawns| this section]] for details.
  
It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns.
+
== 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}}

Revision as of 02:08, 10 November 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
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 brain implant grants a permanent +30 mood boost. However, the bearer suffers a permanent -20% to consciousness. After implantation, it cannot be removed.

Acquisition

Crafting a joywire requires Steel 20 Steel, Component 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

Summary

The joywire provides a permanent +30 mood buff at the cost of a -20% consciousness malus. This malus is an offset, so is additive 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

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

Due to its hefty conciseness debuff, the joywire is generally a bad idea to install it onto your colonists. While a substantial increase, the +30 mood buff can be achieved via many other ways and the consciousness penalty makes the pawn significantly slower and/or worse at almost every task. Even cleaning, hauling, or simply walking is performed 20% slower.

The consciousness penalty can be partially offset by putting the bearer on Luciferium but this only brings their consciousness to 95% and isn't recommended until you've got a reliable trade partner faction, ideally Outlanders, and a sustainable economy, such as manufacturing and selling Flake. Alternatively, a Neural superchargerContent added by the Ideology DLC can do the same. However, consideration must be given to the opportunity cost of this - the same improvements could be used to enhance an un-penalized pawn, resulting in similar quantitative gains over a normal pawn as they provide over to a joywired pawn over an unimproved joywired pawn. That is, the total penalty is still 20% of a pawns productivity for the same cost.

Due to the heavy debuff, its primary use is for colonists who will often go on mental breaks due to traits like Depressive and are generally not vital to the colony's survival. However, because of the penalty, in most cases it would be better to either recruit a different pawn or manage the penalty some other way. The depression of the pawn can be managed in the late game with a social drug policy, fine or lavish meals, and beautiful rooms instead of a joywire.

Normally it is only worth it to install it onto Royal quest guestsContent added by the Royalty DLC, since this allows you to ignore some of the need of their title and ensures they stay happy. It has some synergy with the Psychic harmonizer Content added by the Royalty DLC, as it spreads the joywire's mood bonus to nearby pawns. This is especially useful on pawns that already have reduced consciousness as it allows a permanent, stable mood buff. See this section for details.

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