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. A neural supercharger is analogous as a stat increase, though doesn't have the same costs as luciferium. Of course, you should have some means of obtaining luciferium, like a reliable Outlander trade faction. Therefore, the penalty is somewhat smaller compared to a non-drugged pawn gaining a joywire. While it's still -20% Consciousness compared to an ordinary luciferium addict, note that certain stats (like Moving) only scale up to 100% Consciousness. Luciferium can offset the stat penalty, bringing Consciousness to 95%. But, if the other means of mood management aren't sufficient, it may be wiser to just abandon them. Joywires could be useful for less useful colonists with Depressive or other traits that will cause mental breaks. While the +30 mood buff is substantial, increasing mood can be done with many other ways, such as a social drug policy, fine or lavish meals, and beautiful rooms. In combat, joywires reduce accuracy and increases the chance to die from consciousness loss. The debuff is hefty even cleaning, hauling, and walking are performed 20% slower. Charges may be seen by hovering over the regenerator in the health menu. The implant will generate charges and use them to regenerate parts or heal various hediffs. Otherwise, implanting a joywire on a colonist is generally a bad idea. Level 1: +75 Healing Rate, Pawn will reverse-age 10 years per year to target age. Conceited nobles will not do work, and the implant keeps them happy even if you neglect some of their royal needs. In the case of implants, they are usually available in one form only. In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. A joywire can also be installed into Royal quest guests without penalty. Archotech: ultimate, futuristic replacements which cannot be crafted. This works best if the colonist is already disabled, and even better if comatose - see this section for details. For example, a lategame colony can use a joywire and psychic harmonizer to spread a mood buff to other colonists. Joywires are most useful when a pawn's productivity simply does not matter. Installing a joywire onto a guest is not considered a harmful operation. If the operation fails, the part is always destroyed. 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. The Consciousness penalty causes a decrease in most stats, directly impacting all of: Eating, Manipulation, Moving, Talking, which each affect many other stats. The joywire provides a permanent +30 mood buff at the cost of a −20% Consciousness malus, which is subtractive. They require 20 Steel, 4 Components, 15,000 ticks ( 4.17 mins) of work, and a Crafting skill of 5. With the Royalty DLC, joywires can be crafted at a Machining table once the Brain wiring research project has been completed. Instead they can only be obtained via trade or found in ancient shrines. In the base game, the joywires cannot be crafted.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |