Mindscrew
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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 Items – Body Parts
- Tech Level
- Industrial
- Mass
- 4 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
- 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 15 Steel, 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
Summary
The mindscrew is installed in the brain. Once installed, it adds +20% Pain to the pawn.
Installation
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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 pain will give a −4% Consciousness penalty, and also makes them worse in combat, as they collapse earlier from pain. On non-masochist pawns, the pain from the mindscrew gives a −10 mood penalty.
Can also be useful on psycasters, since they recover from neural heat faster when in pain.[How much?]
There is also potential synergy with the psychic harmonizer when used on prisoners, as psychic harmonizers only affect pawns of the implantee's faction.
Removal
While you cannot traditionally remove the mindscrew, it is possible to remove it indirectly by destroying the head of the implanted pawn and then resurrecting the pawn using a resurrector mech serum.
This is not without issues however. First, consistently destroying the head can be difficult. With the Ideology DLC, extracting the skull from a dead pawn will do this reliably and safely, but without it, the best way is allow colonists to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including dementia, blindness, and resurrection psychosis.
Alternatively, the effects of the mindscrew can be mitigated through the use of either a painstopper or pain-reducing drugs such as go-juice, with the usual downsides associated with those options.