Editing Joywire

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{infobox main|
+
{{stub}}{{infobox main|
 
| 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
| tech level = Industrial
 
 
| 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
Line 11: Line 10:
 
| work to make = 15000
 
| work to make = 15000
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
| research = Brain wiring
 
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 5
 
| skill 1 level = 5
Line 21: Line 19:
 
| techHediffsTags = Advanced
 
| techHediffsTags = Advanced
 
| thingSetMakerTags = RewardStandardLowFreq
 
| thingSetMakerTags = RewardStandardLowFreq
}}{{info|The '''joywire''' is a brain implant that grants a permanent but substantial [[mood]] boost in return for a permanent but substantial [[consciousness]] penalty. After implantation, it cannot be removed.}}  
+
}}{{info|The [[joywire]] implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to [[consciousness]].}}<!-- this comment here to suppress extra line break
== Acquisition ==
+
-->The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]], 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]].
In the base game, the joywires cannot be crafted. Instead they can only be obtained via [[trade]] or found in [[ancient shrine]]s.
 
  
With the [[Royalty DLC]], joywires can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
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.
  
== Summary ==
+
==Acquisition==
The joywire provides a permanent {{Thought| desc=It feels amazing| label=Joywire| value=+30| stack=1}} buff at the cost of a {{--|20%}} [[Consciousness]] malus. Note that this malus is subtractive, 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.
+
They require a crafting skill of 5.
  
=== Installation ===
+
==Analysis==
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 traditionally once installed.''' For non-traditional methods, see the [[#Removal|Analysis]] section.
 
 
 
If the operation fails, the part is always destroyed.
 
 
 
Installing a joywire onto a guest is not considered a harmful operation.
 
 
 
== 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.
 
 
 
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.
 
 
 
=== 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 ==
 
The implant cannot be removed in the game, but according to the Joywire Addict and Addiction Counsel [[backstories]] and the fact the backstories appear on pawns without a joywire installed, this is not the case on other, probably more advanced, worlds.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
 
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
 

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: