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| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = 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. | | description = 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. | ||
| mass = 1 | | mass = 1 | ||
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}}{{Info|A '''Painstopper''' is a brain implant that will completely eliminate a colonist's [[pain]] and any pain-related mood effects.}} | }}{{Info|A '''Painstopper''' is a brain implant that will completely eliminate a colonist's [[pain]] and any pain-related mood effects.}} | ||
== Acquisition == | == Acquisition == | ||
− | In the base game, | + | In the base game, the painstopper can only be obtained via trade. |
− | With the [[Royalty DLC]], | + | With the [[Royalty DLC]], it can be crafted using {{Required Resources}} after the [[Research#Brain wiring|Brain Wiring]] research is completed, which also requires one brain wiring [[techprint]]. They require a crafting skill of 5. |
== Summary == | == Summary == | ||
− | + | {{stub|section=1}} | |
+ | Summary stuff goes here | ||
− | === Installation === | + | ===Installation=== |
− | + | {{stub|section=1}} | |
+ | Installing the part requires ?? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4. | ||
− | Removing the part requires | + | Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?. |
− | If the operation fails, the part | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
== Analysis == | == Analysis == | ||
− | Pain reduces [[consciousness]] | + | 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. However, pain from [[Injury#Scarring|scars]] is permanent, and some painful diseases such as [[Disease#Sensory Mechanites|Sensory Mechanites]] can linger for long periods of time. Note that colonists with the Masochist [[Traits|trait]] get a mood ''bonus'' from pain, and this will also be removed by the Painstopper. Also note that with the [[Royalty]] DLC {{RoyaltyIcon}}, psycasters recover neural heat quicker with pain. It also completely eliminates the downside of the Wimp trait, though in exchange for other risks. | |
− | + | The painstopper can also be a huge boon in combat. As the pawn is injured, the stat losses to pain stack with those of the injuries themselves and significantly decrease the [[DPS]] of a pawn. The painstopper prevents these losses and dramatically improves DPS output for the length of the fight. Additionally, as the [[Pain Shock Threshold]] is never crossed, meaning the pawn can fight longer as well. | |
− | + | This carries a significant risk, as colonists with this implant will not go into shock from pain and will keep fighting until they either win, die or, less likely, become incapacitated from serious leg, spine, pelvis or brain injury. While maintaining high damage output and longer can help end fights sooner, before they risk fatalities or win otherwise unwinnable fights, it is important to keep an eye on them so you can get them to retreat in time before they receive fatal damage, especially while hunting or in melee. | |
− | + | Alternatives to reduce pain such as [[Go-juice]] and the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} can be used to gain the benefits temporarily for either combat or maximizing skill success chance, without the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost. | |
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− | + | Also, painstoppers can be used to take advantage of the attribute bonuses of [[sensory mechanites]] and [[fibrous mechanites]] without needing to have your pawn experience pain. | |
− | + | Installing the painstopper requires a medicine skill of 4. | |
== Version history == | == Version history == |