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== Summary ==
 
== Summary ==
Painstoppers multiply [[pain]] by '''×0%''', meaning that a pawn will never have pain and never go through [[downed|pain shock]].
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Summary stuff goes here
  
=== Installation ===
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===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.
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{{stub|section=1}}
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Installing the part requires ?? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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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 will be destroyed.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
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 [[sensory mechanites]] can linger for long periods of time.  
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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 [[sensory mechanites]] can linger for long periods of time.  
  
The painstopper can be a huge boon in combat, preventing the [[Consciousness]] loss of pain, improving {{DPS}} output when injured. As the [[Pain Shock Threshold]] is never crossed, the pawn can fight for longer as well. But this carries a significant risk - pawns that don't feel pain will never be [[downed]] from it, meaning that pawns will keep fighting until they either win, die or, less likely, become incapacitated from serious leg, spine, pelvis or brain injury. Maintaining high damage output for longer can help end fights sooner, allowing you to win a fight before risking serious injury. However, 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. Combination with the [[Deathless]] gene,{{BiotechIcon}} such as on a [[sanguophage]],{{BiotechIcon}} significantly reduces this remaining risk
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The painstopper can be a huge boon in combat, preventing the [[Consciousness]] loss of pain, which drmatically improves DPS output. As the [[Pain Shock Threshold]] is never crossed, meaning the pawn can fight longer as well. But this carries a significant risk - pawns that don't feel pawn will never be [[downed]] from it, meaning that pawns 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.
  
Colonists with the [[Masochist]] trait or following an [[Ideoligion]] with the [[Ideoligion#Pain|Pain: Idealized]] precept{{IdeologyIcon}} gain mood ''bonuses'' from pain, which will be eliminated by the painstopper. [[Psycast]]ers{{RoyaltyIcon}} also dissipate neural heat faster while in pain.
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Temporary alternatives to reduce pain include [[Go-juice]] and the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}}, which reduces the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost. Both of these options reduce pain by 90%, rather than eliminating it completely.
  
Painstoppers are useful for negating the [[Wimp]] trait, though with the usual downsides. As the [[Extra pain]] gene{{BiotechIcon}} forces the Wimp trait but adds {{+|2}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]],{{BiotechIcon}} the two can be combined for free metabolic efficiency for painstopped pawns.
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Painblockers are useful for negating the [[Traits#Wimp|Wimp]] trait, though with the usual downsides. Colonists with the [[Masochist]] trait or following an [[Ideoligion]] with the Pain: Idealized precept{{IdeologyIcon}} gain mood ''bonuses'' from pain, which will be eliminated. [[Psycast]]ers{{RoyaltyIcon}} also gain neural heat faster with pain.
 
 
=== Alternatives ===
 
The [[Painless]] persona weapon trait{{RoyaltyIcon}} is a powerful alternative to a painstopper - offering the same 100% uptime, total pain elimination, but able to toggled by simply equipping and unequipping the weapon and attached to a powerful melee weapon. Finding a persona weapon with the correct trait depends on luck however as the persona weapons are rare and their traits are randomly selected. It obviously also limits the weapon selection of the painless pawn.  
 
 
 
Temporary alternatives to reduce pain include [[Go-juice]] and the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}}, which reduces the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost. Both of these options reduce pain by 90%, rather than eliminating it completely.
 
 
 
For a full list of pain reductions, see [[Pain#Factors|Pain]].
 
  
 
== Version history ==
 
== Version history ==

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