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− | {{ | + | {{ |
| name = Joywire | | name = Joywire | ||
| image = Health item prosthetic.png|Joywire | | image = Health item prosthetic.png|Joywire | ||
| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures. | | description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures. | ||
| mass base = 0.2 | | mass base = 0.2 | ||
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| techHediffsTags = Advanced | | techHediffsTags = Advanced | ||
| thingSetMakerTags = RewardStandardLowFreq | | thingSetMakerTags = RewardStandardLowFreq | ||
− | }}{{info|The '''joywire''' | + | }}{{info|The '''joywire''' brain implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}<!-- this comment here to suppress extra line break |
− | + | -->The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]] or with a [[Neural supercharger]]{{ideologyicon}} , but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy, such as manufacturing and selling [[Flake]]. | |
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− | + | Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival. Unless you are making a [[Psychic harmonizer|mood beacon]]. Installing a joywire onto a guest is not considered a harmful operation. | |
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+ | After implantation, it cannot be removed. | ||
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+ | ==Acquisition== | ||
+ | Crafting a joywire requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a {{P|Skill 1}} skill of {{P|Skill 1 Level}}. | ||
== Summary == | == Summary == | ||
− | The | + | Due to its hefty conciseness debuff it is generally a bad idea to install it onto your colonist. The +30 mood buff can be achieved via many other ways.Normally it is only worth it to install it onto Royal quest guests, since you don't need to bother fulfilling their need of their title. |
− | === 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. | ||
− | + | It cannot be removed once installed. | |
If the operation fails, the part is always destroyed. | If the operation fails, the part is always destroyed. | ||
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== Analysis == | == Analysis == | ||
− | + | The joywire provides a massive +30 moodlet at the cost of -20% consciousness. It cannot be removed. The joywire can be used to counteract permanent depression, but because of the permanent, -20% [[consciousness]] (which effectively makes them 20% slower at nearly everything, permanently), it would be better to not recruit the pawn anyway. The depression of the pawn can also be managed in the late game with a social drug policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms instead of a joywire. As mentioned above, the debuff can be partially countered by luciferium, but is an expensive and risky ordeal and only brings their consciousness to 95%. | |
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− | + | It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as that spreads the joywire's mood bonus to nearby pawns. | |
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== Version history == | == Version history == | ||
* [[Version/0.12.906|0.12.906]] - Added | * [[Version/0.12.906|0.12.906]] - Added | ||
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
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