Difference between revisions of "Circadian assistant"

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===Installation===
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=== Installation ===
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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.
 
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.
  

Revision as of 08:14, 7 November 2022

Circadian assistant

Circadian assistant

An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver
Mass
4 kg
HP
50
Flammability
100%

Creation

Crafted At
Fabrication bench
Required Research
Circadian influenceTechprint
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
Advanced, ImplantEmpireCommon
tradeTags
Bionic, ImplantEmpireCommon


The Circadian Assistant gives a pawn that's been implanted with it a bonus of -20% Rest fall rate.

When a pawn with this implant is shocked with EMP they will receive brain shock, knocking them unconscious temporarily.

Acquisition

Circadian assistants can be crafted at a Fabrication bench once the Circadian influence research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

Pawns from ancient shrines may have this implant installed.

Summary

Summary stuff goes here

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.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

It is a decent implant, allowing for 20 percent more work hours while still retaining normal consciousness, the mood buff from a good bedroom, and the ability for couples to engage in lovin', unlike the circadian half-cycler. Using a EMP weapon on a mentally broken pawn will shock (via applying the brain shock condition) them and bring them out of their state (but without the +40 Catharsis mood buff). However, the risk of brain shock means that supporting melee pawns with a brain implant installed with EMP weapons is no longer an option against mechanoids.

Notes

Despite its description, it does nothing to mitigate toxic buildup.