Pleasure pulse
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Pleasure pulse
Emit an intense psychic pulse that makes any psychically sensitive individual in the region happier but reduces their desire to work. This will replace the effect of other active pulses.
Base Stats
- Type
- Psychic ritual
Creation
- Required Research
- Pleasure pulse
- Ritual Duration
- 10,000 ticks (2.78 mins)
- Ritual Cooldown
- 300,000 ticks (83.33 mins)
Pleasure pulse is a psychic ritual that improves the mood and libido of pawns on the map at the time of casting[Verify] at the expense of slowing their global work speed.
Acquisition[edit]
The pleasure pulse psychic ritual can be performed once every 300,000 ticks (5 in-game days) at a psychic ritual spot at the cost of
30 Bioferrite, once the Pleasure pulse research project has been completed. Note that this research requires dark study to unlock. The ritual takes 10,000 ticks (4 in-game hours) to complete.
Summary[edit]
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This person has been impacted by a psychic pulse of pleasurable sensations and emotions. They feel unnaturally happy, distracting them from their work.
— Hediff description
- Effect duration ranges from 1 day at 0% ritual quality to 25 days at 100% quality.
- +12 Pleasure pulse mood, scaled by Psychic sensitivity of each pawn, up to +21.
- Global Work Speed ×80%
- MTB Lovin' Factor: ×0.5
- Neurosis pulse and pleasure pulse are incompatible; using one will end the duration of the other.
Analysis[edit]
Due to the downside of reduced global work speed, this is generally not a ritual that should be kept up at all times. Still, it is good at counteracting huge, colony wide morale losses that can otherwise cause a death-spiral. Wake-up can be used in an emergency when work speed is crucial. It is a particularly strong counter against psychic drones, as pleasure pulse also scales with psychic sensitivity. It can be good to apply before an ending event. Alternatively, if the colony relies on friendly mechanoids
for most of its work, pleasure pulse can be an easy mood buff for the entire colony.
While it does not impact combat directly, it does reduce Medical Tend Speed, making fighting a bit more dangerous. However, as pleasure pulse reduces mental breaks during and after a fight, it may have a net benefit to colonist safety.
Mind-numb serums are a strong alternative. They are more expensive, as each serum only affects a single pawn, but they prevent all mental breaks no matter the mood hit and do not lower work speed. Pleasure pulse can still be useful to farm inspirations, which mind-numb serums prevent. In addition, if there's only a single pawn with a long term negative thought (e.g., spouse died), Brainwipe may be more useful if you value the work speed of your colony more, at the cost of a shard over bioferrite.
Version history[edit]
- Anomaly DLC Release - Added.
