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== Analysis ==
 
== Analysis ==
Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can use a joywire and [[psychic harmonizer]]{{RoyaltyIcon}} to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see the [[Psychic harmonizer#Comatose pawns|Psychic harmonizer]] page for details. A joywire can also be installed into Royal [[quest]] guests{{RoyaltyIcon}} without penalty. [[Conceited noble]]s will not do work, and the implant keeps them happy even if you neglect some of their royal needs.
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Joywires are most useful when a pawn's productivity simply does not matter. For example, a lategame colony can use a joywire and [[psychic harmonizer]]{{RoyaltyIcon}} to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see [[Psychic harmonizer#Comatose pawns|this section]] for details. A joywire can also be installed into Royal [[quest]] guests{{RoyaltyIcon}} without penalty. Conceited nobles will not do work, and the implant keeps them happy even if you neglect some of their royal needs.
  
Otherwise, implanting a joywire on a colonist is generally a bad idea. The debuff is hefty; even cleaning, hauling, and [[move speed|walking]] are performed {{--|20%}} slower. In combat, joywires reduce accuracy and increases the chance to die from consciousness loss. While the {{+|30}} mood buff is substantial, increasing mood can be done with many other ways, such as a social [[drug]] policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms. Joywires could be useful for less useful colonists with [[Depressive]] or other traits that will cause [[mental break]]s. But, if the other means of mood management aren't sufficient, it may be wiser to just abandon them.
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Otherwise, implanting a joywire on a colonist is generally a bad idea. The debuff is hefty; even cleaning, hauling, and [[move speed|walking]] are performed 20% slower. In combat, joywires reduce accuracy and increases the chance to die from consciousness loss. While the +30 mood buff is substantial, increasing mood can be done with many other ways, such as a social [[drug]] policy, [[Fine meal|fine]] or [[lavish meal]]s, and beautiful rooms. Joywires could be useful for less useful colonists with [[Depressive]] or other traits that will cause [[mental break]]s. But, if the other means of mood management aren't sufficient, it may be wiser to just abandon them.
  
[[Luciferium]] can offset the stat penalty, bringing Consciousness to 95%. While it's still {{--|20%}} Consciousness compared to an ordinary luciferium addict, note that certain stats (like Moving) only scale up to 100% Consciousness. Therefore, the penalty is somewhat smaller compared to a non-drugged pawn gaining a joywire. Of course, you should have some means of obtaining luciferium, like a reliable Outlander [[trade]] faction. A [[neural supercharger]]{{IdeologyIcon}} is analogous as a stat increase, though doesn't have the same costs as luciferium.
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[[Luciferium]] can offset the stat penalty, bringing Consciousness to 95%. While it's still -20% Consciousness compared to an ordinary luciferium addict, note that certain stats (like Moving) only scale up to 100% Consciousness. Therefore, the penalty is somewhat smaller compared to a non-drugged pawn gaining a joywire. Of course, you should have some means of obtaining luciferium, like a reliable Outlander [[trade]] faction. A [[neural supercharger]]{{IdeologyIcon}} is analogous as a stat increase, though doesn't have the same costs as luciferium.
 
 
=== Removal ===
 
While you cannot traditionally remove the joywire, it is possible to remove it indirectly by destroying the head of the implanted pawn and then resurrecting the pawn using a [[resurrector mech serum]].
 
 
 
This is not without issues however. First, consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allow colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there the risks normally associated with resurrection remain, including [[dementia]], [[blindness]], and [[resurrection psychosis]].
 
  
 
== Trivia ==
 
== Trivia ==

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