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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
| tech level = Industrial
 
 
| 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
 
| marketvalue = 220
 
| marketvalue = 220
| production facility 1 = Machining table
 
| research = Brain wiring
 
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 5
 
| skill 1 level = 5
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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, painstoppers cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s.  
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In the base game it can only be obtained via trade.  
  
With the [[Royalty DLC]], painstoppers can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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With the [[Royalty DLC]], it can be crafted using {{icon|steel|20}} steel and {{icon|component|4}} components after the [[Research#Brain wiring|Brain Wiring]] research is completed. They require a crafting skill of 5.
 
 
== Summary ==
 
Painstoppers multiply [[pain]] by '''×0%''', meaning that a pawn will never have pain and never go through [[downed|pain shock]].
 
 
 
=== 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.
 
 
 
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.
 
 
 
If the operation fails, the part will 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.
  
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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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. It also completely eliminates the downside of the Wimp trait, though in exchange for other risks.
  
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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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.
  
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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This carries a significant risk, as colonists with this implant will not go into shock from pain and will keep fighting until death (most common case), or be incapacitated from serious leg, spine 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 ===
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Alternatives to reduce pain such as [[Go-juice]] and [[Psycasts#Painblock|Painblock]] {{RoyaltyIcon}} can be used to gain the benefits temporarily for either combat or maximizing skill success chance, without the longterm risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost.  
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.
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Installing the painstopper requires a medicine skill of 4.
 
 
For a full list of pain reductions, see [[Pain#Factors|Pain]].
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added. At this point it prevents pain, but reduces [[consciousness]]
 
* [[Version/0.12.906|0.12.906]] - Added. At this point it prevents pain, but reduces [[consciousness]]
 
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
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[[Category: Medical Item]]
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[[Category: Body Part]]

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