Difference between revisions of "Joywire"

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(further summary not needed - Moving and Manipulation should be enough for the reader to understand that it is a large penalty)
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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, which is subtractive. The Consciousness penalty causes a decrease in most [[stats]], directly impacting all of: {{#ask: [[Consciousness Importance::+]]}}. See those pages for details.
 
The joywire provides a permanent {{+|30}} [[mood]] buff at the cost of a {{--|20%}} [[Consciousness]] malus, which is subtractive. The Consciousness penalty causes a decrease in most [[stats]], directly impacting all of: {{#ask: [[Consciousness Importance::+]]}}. See those pages for details.
  
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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 mmood 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. They will not do work, and the implant keeps them happy even if you neglect some of their royal needs.
+
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. 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 other means of mood management aren't sufficient, it may be wiser to just abandon them.
 
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. 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 other means of mood management aren't sufficient, it may be wiser to just abandon them.

Revision as of 20:44, 31 December 2022

Joywire

Joywire

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.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
220 Silver [Note]
Mass
0.2 kg
HP
50
Flammability
100%

Creation

Crafted At
Machining table
Required Research
Brain wiringTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 20 + Component 4
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
Advanced
tradeTags
TechHediff


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

In the base game, the joywires cannot be crafted. Instead they can only be obtained via trade or found in ancient shrines.

With the Royalty DLC, joywires can be crafted at a Machining table once the Brain wiring research project has been completed. They require Steel 20 Steel, Component 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

Summary

The joywire provides a permanent +30 mood buff at the cost of a −20% Consciousness malus, which is subtractive. The Consciousness penalty causes a decrease in most stats, directly impacting all of: Eating, Manipulation, Moving, Talking. See those pages for details.

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of Herbal quality or better, and a Medical skill of 5.

It cannot be removed once installed.

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 harmonizerContent added by the Royalty DLC to spread a mood buff to other colonists. This works best if the colonist is already disabled, and even better if comatose - see this section for details. A joywire can also be installed into Royal quest guestsContent added by the Royalty DLC 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 walking are performed 20% slower. While the +30 mood buff is substantial, increasing mood can be done with many other ways, such as a social drug policy, fine orlavish meals, and beautiful rooms. Joywires could be useful for less useful colonists with Depressive or other traits that will cause mental breaks. But, if 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 superchargerContent added by the Ideology DLC is analogous as a stat increase, though doesn't have the same costs as luciferium.

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