Difference between revisions of "Joywire"

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{{info|The [[joywire]] implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to brain function.}}<!-- this comment here to suppress extra line break
 
{{info|The [[joywire]] implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to brain function.}}<!-- this comment here to suppress extra line break
-->The consciousness penalty can be partially offset by putting the bearer on [[Luciferium]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy (e.g. manufacturing and selling [[Flake]]).
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-->The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy (e.g. manufacturing and selling [[Flake]]).
  
 
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival.
 
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival.

Revision as of 20:38, 15 December 2018

Joywire

Health item prosthetic.png

A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.


Type
Medical ItemImplant

Base Stats

Flammability
1
Market Value
220
Mass
0.2
Max Hit Points
50

Stat Modifiers

The joywire implant grants a permanent +30 mood boost. However, the bearer suffers a permanent -20% to brain function.The consciousness penalty can be partially offset by putting the bearer on Luciferium, but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy (e.g. manufacturing and selling Flake).

Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival.