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 {{ | + | 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 == | ||
− | Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can use a joywire and [[psychic harmonizer]]{{RoyaltyIcon}} to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see | + | Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can use a joywire and [[psychic harmonizer]]{{RoyaltyIcon}} to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see [[Psychic harmonizer#Comatose pawns|this section]] for details. A joywire can also be installed into Royal [[quest]] guests{{RoyaltyIcon}} without penalty. Conceited nobles will not do work, and the implant keeps them happy even if you neglect some of their royal needs. |
− | Otherwise, implanting a joywire on a colonist is generally a bad idea. The debuff is hefty; even cleaning, hauling, and [[move speed|walking]] are performed | + | Otherwise, implanting a joywire on a colonist is generally a bad idea. The debuff is hefty; even cleaning, hauling, and [[move speed|walking]] are performed 20% slower. While the +30 mood buff is substantial, increasing mood can be done with many other ways, such as a social [[drug]] policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms. Joywires could be useful for less useful colonists with [[Depressive]] or other traits that will cause [[mental break]]s. But, if other means of mood management aren't sufficient, it may be wiser to just abandon them. |
− | [[Luciferium]] can offset the stat penalty, bringing Consciousness to 95%. While it's still | + | [[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 == |