Editing Psychic harmonizer
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== Summary == | == Summary == | ||
− | Once implanted in a pawn, the harmonizer projects a psychic effect with a radius of 30 tiles that affects nearby pawns | + | {{stub|section=1|reason=How does the moodlet scale (linear with mood)? Max mood penalty}} |
+ | Once implanted in a pawn, the harmonizer projects a psychic effect with a radius of 30 tiles that affects nearby pawns with a [[mood|moodlet]] whose value is dependent on the current mood of the implanted pawn. It base value scales from -? at 0% Implantee Mood, up to +10 at 100% mood. | ||
− | This | + | This value is then proportionally scaled by [[Psychic Sensitivity]] of both the implantee and the subject of the effect. If a 100% happy implantee has 200% sensitivity, they'd give +20 mood buff. If a subject also has 200% psychic sensitivity, they would receive a +40 mood buff. |
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− | + | It only impacts members of the same faction, and pawns ''without'' a psychic harmonizer of their own. Mood bonuses from different harmonizers stack on pawns that meet the prior two criteria, however. | |
− | + | [[Slaves]]{{IdeologyIcon}} are considered to be part of their owners' faction for the purposes of the psychic harmonizer, not of their original faction. | |
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=== 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. | ||
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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. | 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 | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
==Analysis== | ==Analysis== | ||
Psychic harmonizers can be an extremely powerful tool to keep your pawns happy, if you install it in a pawn who is easily pleased. But if the pawn gets upset, it can quickly cause a "death spiral" of mood. | Psychic harmonizers can be an extremely powerful tool to keep your pawns happy, if you install it in a pawn who is easily pleased. But if the pawn gets upset, it can quickly cause a "death spiral" of mood. | ||
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===Pawn Choice=== | ===Pawn Choice=== | ||
− | The following aspects lend well to being a ( | + | The following aspects lend well to being a (motile) harmonizer pawn: |
* Positive [[mood]] traits. [[Sanguine]] and [[Optimist]] have the most straightforward effect on the implantee's mood. Other traits like [[Body modder]], [[Masochist]], and [[Bloodlust]] also work well. Note that traits that impact [[Mental Break Threshold]], like [[Iron-willed]] and [[Nervous]], have 0 impact on the harmonizer. | * Positive [[mood]] traits. [[Sanguine]] and [[Optimist]] have the most straightforward effect on the implantee's mood. Other traits like [[Body modder]], [[Masochist]], and [[Bloodlust]] also work well. Note that traits that impact [[Mental Break Threshold]], like [[Iron-willed]] and [[Nervous]], have 0 impact on the harmonizer. | ||
* High mood in general: [[Joywire]]s provide a {{+|30}} mood boost. If a pawn is happy all day, they are a good candidate. | * High mood in general: [[Joywire]]s provide a {{+|30}} mood boost. If a pawn is happy all day, they are a good candidate. | ||
− | + | * High [[Psychic Sensitivity]]. The higher the sensitivity, the greater the mood buff. It also means a greater effect from a [[psychic drone]], so be very careful with this. [[Eltex]] gear and [[psychic foil helmet]]s can be used to modify psychic sensitivity as needed. | |
− | * High [[Psychic Sensitivity]]. The | ||
* Pawns that will naturally be near other pawns. For example, a [[psycast]]er can meditate all day (which also counts as [[Recreation]]) in 1 place. A passionate crafter can sit in a chair all day, gaining mood from the passion and the [[comfort]] of their chair. | * Pawns that will naturally be near other pawns. For example, a [[psycast]]er can meditate all day (which also counts as [[Recreation]]) in 1 place. A passionate crafter can sit in a chair all day, gaining mood from the passion and the [[comfort]] of their chair. | ||
* "Disposable" pawns. [[Drug]]s and [[joywire]]s may slow the work of a hauler, but do you really need that extra work speed? | * "Disposable" pawns. [[Drug]]s and [[joywire]]s may slow the work of a hauler, but do you really need that extra work speed? | ||
− | + | * Unconscious pawns. See below for details. | |
− | Unconscious pawns | ||
===Comatose pawns=== | ===Comatose pawns=== | ||
− | A pawn's mood does not change when unconscious. If you can stack mood to 100%, then make a pawn comatose, you'll end up with a permanent {{+|10}} moodlet | + | A pawn's mood does not change when unconscious. If you can stack mood to 100%, then make a pawn comatose, you'll end up with a permanent {{+|10}} moodlet (so long as the pawn is fed). Because the pawn is unconscious, even a [[psychic drone]] won't bother them, meaning you can stack Psychic Sensitivity as much as you want. |
* The easiest way to do this is with the [[Biotech DLC]]. A pawn with the [[Deathrest]] gene{{BiotechIcon}} can willingly enter deathrest, where mood is frozen, and stay in this state indefinitely. A deathrester can be woken on-command, allowing you to replace [[eltex]] gear as needed. As a side benefit, pawns don't need food during deathrest. | * The easiest way to do this is with the [[Biotech DLC]]. A pawn with the [[Deathrest]] gene{{BiotechIcon}} can willingly enter deathrest, where mood is frozen, and stay in this state indefinitely. A deathrester can be woken on-command, allowing you to replace [[eltex]] gear as needed. As a side benefit, pawns don't need food during deathrest. | ||
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Regardless of method, your patient should have the highest mood and highest Psychic Sensitivity as possible. Using some combination of [[yayo]], [[flake]], [[psychite tea]], [[beer]], [[lavish meal]]s, and [[fine meal]]s should get all but the most devastated pawns to 100% mood (assuming they can take drugs at all). | Regardless of method, your patient should have the highest mood and highest Psychic Sensitivity as possible. Using some combination of [[yayo]], [[flake]], [[psychite tea]], [[beer]], [[lavish meal]]s, and [[fine meal]]s should get all but the most devastated pawns to 100% mood (assuming they can take drugs at all). | ||
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] |