Difference between revisions of "Joywire"

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| flammability = 1.0
 
| flammability = 1.0
 
| marketvalue  = 1500
 
| marketvalue  = 1500
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| tradeTags = TechHediff
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| techHediffsTags = Simple, Advanced
 +
| thingSetMakerTags = RewardStandardLowFreq
 
}}{{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
 
}}{{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
 
-->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]].
 
-->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]].

Revision as of 12:05, 22 March 2021

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
Market Value
1500 Silver
Mass
0.2 kg
HP
50
Flammability
100%
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
Simple, Advanced
tradeTags
TechHediff


The joywire implant grants a permanent +30 mood boost. However, the bearer suffers a permanent -20% to consciousness.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.

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.

Acquisition

They require a crafting skill of 5.

Version history