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=== Installation ===
 
=== Installation ===
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.
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Installing the part requires {{ticks|2500}} of work, 2x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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Removing the part requires {{ticks|2500}} of work, 1x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
If the operation fails, the part will be destroyed.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional 1/3rd of the day, and saves space on a bedroom. Even with the consciousness loss, this makes pawns have more work time, and thus better for many tasks. This assumes you don't have many sleep reducers; see [[#Comparison to reducing sleep]] for details on that.
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Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional of the day, and saves space on a bedroom. Even with the consciousness loss, this makes pawns have more work time, and thus better for many tasks. This assumes you don't have many sleep reducers; see [[#Comparison to reducing sleep]] for details on that.
  
An unfortunate side effect of the half-cycler is [[mood]]. No sleep will prevent Lovin' entirely, remove the moodlet from an impressive bedroom, and deprive a pawn of a bed's [[Comfort]] level. An [[armchair]] can provide comfort for crafter-type pawns, but all these mood-increasers are quite significant. Non-ascetic [[noble]]s still desire a bedroom that meets their needs. Also, remember that [[light|darkness]] will reduce work speed, even with a half-cycler, so you'll want to install [[light]]s around your base.
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An unfortunate side effect of the half-cycler is [[mood]]. No sleep will prevent Lovin' entirely, remove the moodlet from an impressive bedroom, and deprive a pawn of a bed's [[Comfort]] level. An [[armchair]] can provide comfort for crafter-type pawns, but all these mood-increasers are quite significant. Non-ascetic [[noble]]s still desire a bedroom that meets their needs.
  
 
===Work===
 
===Work===
The Consciousness loss has a different effect on different work types.
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The consciousness loss has a different effect on different work types.
 
<br>'''Good:'''
 
<br>'''Good:'''
*'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality, so the extra time makes up.
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*'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality; the extra time makes up.
 
*'''Cooking:''' Like above; [[food poisoning]] chance is not increased.
 
*'''Cooking:''' Like above; [[food poisoning]] chance is not increased.
 
*'''Construction, Crafting, Art:''' will produce the same-[[quality]] items, so the extra time is a net positive. Note that low-skill construction is more likely to fail.
 
*'''Construction, Crafting, Art:''' will produce the same-[[quality]] items, so the extra time is a net positive. Note that low-skill construction is more likely to fail.
  
 
'''Mixed:'''
 
'''Mixed:'''
*'''Plants:''' Allows more plants to be grown/harvested, but lowers yield per plant. Bad when plant space is limited, good if not.
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*'''Plants:''' Allows more plants to be harvested, but lowers yield per plant. Bad when plant space is limited, good if not.
 
*'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores.
 
*'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores.
  
 
'''Bad:'''
 
'''Bad:'''
 
*'''Social, Animals:''' The half-cycler is of little help: trade is limited, prisoners and animals sleep. Lowered Consciousness means more failed attempts and higher prices.
 
*'''Social, Animals:''' The half-cycler is of little help: trade is limited, prisoners and animals sleep. Lowered Consciousness means more failed attempts and higher prices.
*'''Medical:''' Tends slower, with less quality, and have less successful surgeries. Tend speed is time-sensitive; speed is important, but you don't need to tend all the time.
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*'''Medical:''' Tends slower, with less quality, and have less successful surgeries. Tend speed is incredibly important, but you only need to tend so much.
*'''Combat:''' Worse accuracy, will get injured more, and more likely to die from Consciousness loss. Being tired does not penalize combat, so the half-cycler is a pure negative.
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*'''Combat:''' Worse accuracy, will get injured more, and more likely to die from Conciousness loss.
**[[EMP]] also becomes harder to use due to Brain Shock. You may want to use EMP anyway, and if it hits the half-cycler pawn, they'll be stuck downed.
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**[[EMP]] also becomes harder to use due to Brain Shock. It may be wiser to EMP [[mechanoid]]s even if it'd hit a half-cycler pawn, which means you just lose a combatant.
 
Of course, pawns can be good at multiple work tasks. A pawn that mostly does Crafting can also be your main Social pawn, for instance. Each case should be weighed individually.
 
  
===Synergy with Genes{{BiotechIcon}}===
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Of course, pawns can be good at multiple work tasks. For example, a pawn that mostly does Crafting can also be your main Social pawn; independent cases should be weighed differently.
Since the half-cycler removes the need for sleep, making any effect on [[Sleep Fall Rate]] irrelevant, it synergizes well with the [[genes#sleepy|Sleepy]] and [[genes#very sleepy|Very Sleepy]] genes. Both become essentially free negative genes, providing {{+|2}} and {{+|4}} metabolic efficiency respectively. This is perhaps not enough to make the whole implant worth it alone, but on any pawn who already has a half-cycler, this is a large, completely free, secondary benefit.
 
  
 
==Comparisons==
 
==Comparisons==
 
=== Comparison to reducing sleep ===
 
=== Comparison to reducing sleep ===
{{For|a full list of sleep required in various circumstances|Rest#Comparison tables}}
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{{For|a full list of sleep reduction methods|Rest#Comparison tables}}
Other than [[quick sleeper]], the following can decrease the time needed to sleep:
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Other than [[quick sleeper]], which cannot be added to a pawn, the following can decrease the time needed to sleep:
 
*High [[quality]] beds, further improved with [[royal bed]]s
 
*High [[quality]] beds, further improved with [[royal bed]]s
 
*Improvements to [[metabolism]] and [[blood pumping]] (like [[bionic stomach]]s, [[bionic heart]]s, and [[luciferium]])
 
*Improvements to [[metabolism]] and [[blood pumping]] (like [[bionic stomach]]s, [[bionic heart]]s, and [[luciferium]])
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'''Amazing Beds + Assistant''': In total, a masterwork bed + assistant reduce sleep to 5.04 hours - that's 21% of the day. A legendary royal bed + assistant reduces sleep to 3.96 hours (16.4% of the day). If you can easily create Masterwork/Legendary beds, such as with a [[Roles#Production specialist|Production Specialist]]{{IdeologyIcon}}, then the half-cycler can end up a ''negative'' to work compared to a circadian assistant.
 
'''Amazing Beds + Assistant''': In total, a masterwork bed + assistant reduce sleep to 5.04 hours - that's 21% of the day. A legendary royal bed + assistant reduces sleep to 3.96 hours (16.4% of the day). If you can easily create Masterwork/Legendary beds, such as with a [[Roles#Production specialist|Production Specialist]]{{IdeologyIcon}}, then the half-cycler can end up a ''negative'' to work compared to a circadian assistant.
  
'''Excellent Beds + Sleep Accelerator'''{{IdeologyIcon}}: An excellent bed + sleep accelerator reduces sleep to 5.1 hours (21.2% of the day). A legendary royal bed + accelerator reduces sleep to 3.75 hours (15.6% of the day). Note that the accelerator does cost a fair bit of hunger and power, and is only available if you have a pawn with a [[Ideoligions#Transhumanist|Transhumanist]] ideoligion.
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'''Excellent Beds + Sleep Accelerator'''{{IdeologyIcon}}: An excellent bed + sleep accelerator reduces sleep to 5.1 hours (21.2% of the day). A legendary royal bed + accelerator reduces sleep to 3.75 hours (15.6% of the day). Note that the accelerator does cost a fair bit of hunger and power.
  
 
'''Just Low Sleep'''{{BiotechIcon}}: On a normal bed, low sleep alone reduces sleep to 3.43 hours (14.26% of the day). As the half-cycler reduces practically all work by -15%, this gene is a flat out improvement. The gene comes at the cost of -4 Metabolic Efficiency, which must either be compensated with bad genes, or increase hunger by up to x200%. [[Sanguophage]]s already come with Low Sleep - installing a half-cycler is a net negative to them.
 
'''Just Low Sleep'''{{BiotechIcon}}: On a normal bed, low sleep alone reduces sleep to 3.43 hours (14.26% of the day). As the half-cycler reduces practically all work by -15%, this gene is a flat out improvement. The gene comes at the cost of -4 Metabolic Efficiency, which must either be compensated with bad genes, or increase hunger by up to x200%. [[Sanguophage]]s already come with Low Sleep - installing a half-cycler is a net negative to them.
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In all 3 cases, the pawn can still receive a bed's comfort, Lovin', and the Impressive Bedroom moodlets. These scenarios can be further improved with any of the other methods listed above. However, they'll have to walk to and from the bedroom/barracks, which is a minor time loss.
 
In all 3 cases, the pawn can still receive a bed's comfort, Lovin', and the Impressive Bedroom moodlets. These scenarios can be further improved with any of the other methods listed above. However, they'll have to walk to and from the bedroom/barracks, which is a minor time loss.
  
===Comparison to Never Sleep{{BiotechIcon}}===
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===Comparison to Never Sleep===
The '''never sleep''' [[gene]] will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or ''[[genes#Archite metabolism|archite metabolism]]'' to even be used at all. It takes a large amount of negatives to negate the penalty, or 2 [[archite capsule]]s for the aforementioned metabolism gene.
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The '''never sleep''' [[gene]]{{BiotechIcon}} will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or ''[[genes#Archite metabolism|archite metabolism]]'' to even be used at all. It takes a large amount of negatives to negate the penalty, or 2 [[archite capsule]]s for the aformentioned metabolism gene.
  
Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found/bought. You must also obtain a genepack to compensate for metabolism. Alternatively, you can start with a [[xenotype]] with the gene - this still comes at the genetic cost.
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Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found, both for the sleep gene and whatever you're using to compensate. Alternatively, you can start with a [[xenotype]] with the gene - this still comes at the genetic cost.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

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