Editing Joywire
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| techHediffsTags = Advanced | | techHediffsTags = Advanced | ||
| thingSetMakerTags = RewardStandardLowFreq | | thingSetMakerTags = RewardStandardLowFreq | ||
− | }}{{info|The '''joywire''' | + | }}{{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.}} |
== Acquisition == | == Acquisition == | ||
In the base game, the joywires cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s. | In the base game, the joywires cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s. | ||
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== Summary == | == Summary == | ||
− | The joywire provides a permanent {{ | + | {{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, which is subtractive. The Consciousness penalty causes a decrease in most [[stats]], directly impacting all of: {{#ask: [[Consciousness Importance::+]]}}. 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 | + | '''It cannot be removed once installed.''' |
If the operation fails, the part is always destroyed. | If the operation fails, the part is always destroyed. | ||
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== Analysis == | == Analysis == | ||
− | + | Due to its hefty conciseness debuff, it is generally a bad idea to install joywires on 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. Conversely, a joywire can be installed into Royal [[quest]] guests{{RoyaltyIcon}}, keeping them happy even if you neglect some of their royal needs. | |
− | + | Joywires work best with the [[psychic harmonizer]]{{RoyaltyIcon}}, especially on an already useless pawn. The harmonizer will spread the joywire's buff to other colonists. You can put one on a comatose pawn to make the mood buff stable; see [[Psychic harmonizer#Comatose pawns|this section]] for details. | |
− | [[ | + | Without the [[Royalty DLC]], a joywire can be useful for colonists with [[Depressive]] or other traits that will cause [[mental break]]s, who are not vital to your colony. However, these traits can often be handled by other methods, like a social [[drug]] policy, [[Fine meal|fine]] and [[lavish meal]]s, or beautiful rooms. Failing that, it may be wiser to abandon that pawn and recruit another. |
− | + | [[Luciferium]] can offset the stat penalty, bringing Consciousness to 95%. While it's still -20% Consciousness compared to an ordinary luciferium addict, note that certain stats (like Moving) only scale up to 100% Consciousness. Therefore, the penalty is somewhat smaller compared to a non-drugged pawn gaining a joywire. Of course, you should have some means of obtaining luciferium, like a reliable Outlander [[trade]] faction. A [[neural supercharger]]{{IdeologyIcon}} is analogous as a stat increase, though doesn't have the same costs as luciferium. | |
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== Trivia == | == Trivia == |