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* {{+|10}} moodlet at 100% implantee mood.
 
* {{+|10}} moodlet at 100% implantee mood.
  
This value is then multiplied by the [[Psychic Sensitivity]] of ''both'' the implantee and the subject of the effect. for example, if a 100% mood implantee has 200% sensitivity, they'd give +20 mood buff. If both the implantee and subject have 200% sensitivity, the subject would receive a +40 mood buff. The final value is uncapped and limited only by the maximum achievable psychic sensitivities of the pawns involved.  
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This value is then multiplied by the [[Psychic Sensitivity]] of ''both'' the implantee and the subject of the effect. If a 100% mood implantee has 200% sensitivity, they'd give +20 mood buff. If both the implantee and subject have 200% sensitivity, the subject would receive a +40 mood buff.
  
 
The effects of multiple psychic harmonizers can stack. However, if a pawn has a psychic harmonizer implant, they cannot be impacted by another psychic harmonizer.
 
The effects of multiple psychic harmonizers can stack. However, if a pawn has a psychic harmonizer implant, they cannot be impacted by another psychic harmonizer.
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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 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==
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===Pawn Choice===
 
===Pawn Choice===
The following aspects lend well to being a (mobile) harmonizer pawn:
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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.
* Pawns that have the [[Genes#Happy|Happy]]{{BiotechIcon}} or [[Genes#Very_happy|Very Happy]]{{BiotechIcon}} genes, which give {{+|5}} and {{+|10}} mood, respectively.
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* 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 mood effect scales with the implanted pawn's sensitivity, so assuming you can keep the pawn consistently happy, a higher sensitivityis better. High sensitivity 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.
 
 
* 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?
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=== Defensive use against Enemy Raids ===
 
=== Defensive use against Enemy Raids ===
[[File:Psychic_Harmonizer_Defense.png|400px|right]]
 
 
Always remember that installed harmonizers only affect pawns of the same faction, and that a psychic sensitivity of >0 is essential for both the prisoner and raider.
 
Always remember that installed harmonizers only affect pawns of the same faction, and that a psychic sensitivity of >0 is essential for both the prisoner and raider.
 
* Ensure the prisoner is as unhappy as possible; use [[mindscrew]]s, feed them [[kibble]], and do whatever else you can to unappease their ideological requirements ([[Ideology DLC]]).
 
* Ensure the prisoner is as unhappy as possible; use [[mindscrew]]s, feed them [[kibble]], and do whatever else you can to unappease their ideological requirements ([[Ideology DLC]]).
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This will not be effective against sieges unless you can force them to attack.
 
This will not be effective against sieges unless you can force them to attack.
  
Above is an example image (the plans in the image show the 25-tile spacing for the corridor width of 5-tiles) of an optimized corridor of psychically-harmonic deterrence, made for 1 specific enemy faction:
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Below is an example image (the plans in the image show the 25-tile spacing for the corridor width of 5-tiles) of an optimized corridor of psychically-harmonic deterrence, made for 1 specific enemy faction:
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[[File:Psychic Harmonizer Defense.png|frame|center]]
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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]]

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