Editing Joywire
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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]]. After implantation, it cannot be removed.}} |
== Acquisition == | == Acquisition == | ||
In the base game, the joywires cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s. | In the base game, the joywires cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s. | ||
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== Summary == | == Summary == | ||
− | + | {{Stub|section=1|reason=Short summary of the things that consciousness affects needed}} | |
+ | The joywire provides a permanent +30 [[mood]] buff at the cost of a -20% [[consciousness]] malus. This malus is an offset, so is additive not multiplicative. This consciousness penalty in turn negatively affects almost every task a pawn can perform, as it directly affects the {{#ask: [[Consciousness Importance::+]]}} [[capacity|capacities]], and these in turn affect most [[stat]]s. See those pages for details. | ||
− | === 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 | + | '''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 == | ||
− | + | Due to its hefty conciseness debuff, the joywire is generally a bad idea to install it onto your colonists. While a substantial increase, the +30 mood buff can be achieved via many other ways and the [[consciousness]] penalty makes the pawn significantly slower and/or worse at almost every task. Even cleaning, hauling, or simply [[move speed|walking]] is performed 20% slower. | |
− | + | The consciousness penalty can be partially offset by putting the bearer on [[Luciferium]] but this only brings their consciousness to 95% and isn't recommended until you've got a reliable trade partner faction, ideally [[Outlanders]], and a sustainable economy, such as manufacturing and selling [[Flake]]. Alternatively, a [[Neural supercharger]]{{ideologyIcon}} can do the same. However, consideration must be given to the opportunity cost of this - the same improvements could be used to enhance an un-penalized pawn, resulting in similar quantitative gains over a normal pawn as they provide over to a joywired pawn over an unimproved joywired pawn. That is, the total penalty is still 20% of a pawns productivity for the same cost. | |
− | [[ | + | Due to the heavy debuff, its primary use is for colonists who will often go on mental breaks due to traits like [[Traits#Depressive|Depressive]] and are generally not vital to the colony's survival. However, because of the penalty, in most cases it would be better to either recruit a different pawn or manage the penalty some other way. The depression of the pawn can 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. |
− | + | Normally it is only worth it to install it onto Royal [[quest]] guests{{RoyaltyIcon}}, since this allows you to ignore some of the need of their title and ensures they stay happy. It has some synergy with the [[Psychic harmonizer]] {{RoyaltyIcon}}, as it spreads the joywire's mood bonus to nearby pawns. This is especially useful on pawns that already have reduced consciousness as it allows a permanent, stable mood buff. See [[Psychic harmonizer#Comatose pawns| this section]] for details. | |
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== Trivia == | == Trivia == |