Painstopper
Painstopper
A brain implant which inhibits nociception, or pain sensation. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Industrial
- Flammability
- 70%
Creation
- Required Research
- Brain wiring

- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- Advanced
- tradeTags
- TechHediff
A painstopper is a brain implant that will completely eliminate a colonist's pain and any pain-related mood effects.
Acquisition[edit]
In the base game, painstoppers cannot be crafted. Instead they can only be obtained via trade or found in ancient shrines.
With the Royalty DLC, Painstoppers can be crafted at a machining table once the Brain wiring research project has been completed. Note that this research requires a techprint. Each requires
20 Steel,
4 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.
Summary[edit]
Painstoppers multiply pain by ×0%, meaning that a pawn will never have pain and never go through pain shock.
While the ghoul-exclusive implants
specify that pain is the main reason they cannot be installed in normal pawns, a painstopper does not allow a pawn to have them installed.
Installation[edit]
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.
Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.
If the operation fails, the part will be destroyed.
Analysis[edit]
Pain reduces consciousness, which in turn reduces manipulation, moving and talking. Thus, it directly and significantly impacts almost every activity a pawn can perform. It also inflicts a significant mood debuff. Most kinds of pain are temporary and not worth installing a painstopper for that reason alone, but pain from scars is permanent. Certain diseases like sensory mechanites last a long time, too, possibly warranting a painstopper in an emergency.
The painstopper can be a huge boon in combat, preventing the Consciousness loss of pain, improving DPS output when injured. It also prevents pain shock, allowing pawns to fight longer. However, this carries a significant risk - since the pawn won't be downed by pain, they will continue fighting until death or complete incapacitation (e.g., brain injury, spine, pelvis, or leg destruction). Therefore, it is important to keep an eye on painstopper pawns, so you can get them to retreat in time before they receive fatal damage - especially while hunting or in melee. Important pawns should likely avoid using a painstopper to reduce the risk of dying.
With the deathless gene
or death refusal
, the risk of death is reduced significantly (deathless) or is not relevant at all (death refusal), greatly increasing the value of this implant. These pawns still have to worry about losing body parts, though, so these pawns should still be micromanaged until limb/organ replacement is easy.
Painstoppers are useful for negating the Wimp trait, though with the usual risks of the painstopper. As the Extra pain gene
forces the Wimp trait but adds +2
metabolic efficiency,
the two can be combined for free metabolic efficiency for painstopped pawns.
Painstoppers can be detrimental to pawns with the Masochist trait or that are following an Ideoligion with the Pain: Idealized precept
, who get mood bonuses from pain. Psycasters
also dissipate neural heat faster while in pain.
Alternatives[edit]
The Painless persona weapon trait
is a powerful alternative to a painstopper - offering the same 100% uptime, total pain elimination, but able to toggled by simply equipping and unequipping the weapon and attached to a powerful melee weapon. Finding a persona weapon with the correct trait depends on luck however as the persona weapons are rare and their traits are randomly selected. It obviously also limits the weapon selection of the painless pawn.
Temporary alternatives to reduce pain include Go-juice and the Painblock psycast
, which reduces the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost. Both of these options reduce pain by 90%, rather than eliminating it completely.
For a full list of pain reductions, see Pain.
Version history[edit]
- 0.12.906 - Added. At this point it prevents pain, but reduces consciousness
