Difference between revisions of "Joywire"
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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}}. | ||
− | == Installation == | + | == Summary == |
− | Installing the part requires {{ticks|2500}} of work, 2x medicine of | + | {{stub|section=1}} |
+ | Summary stuff goes here | ||
+ | |||
+ | ===Installation=== | ||
+ | {{stub|section=1}} | ||
+ | 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. | ||
+ | |||
+ | If the operation fails, the part is always destroyed. | ||
== Analysis == | == Analysis == |
Revision as of 10:27, 6 November 2021
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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
- 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.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 implantation, it cannot be removed.
Acquisition
Crafting a joywire requires 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: Please add a reason . |
Summary stuff goes here
Installation
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
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.
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 or 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%.
It has some synergy with the Psychic harmonizer , as that spreads the joywire's mood bonus to nearby pawns.
Version history
- 0.12.906 - Added