Difference between revisions of "Circadian half-cycler"

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(only the installation & analysis should be a stub)
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{{Royalty}}{{Stub}}{{infobox main|
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{{Royalty}}{{infobox main|
 
| name = Circadian half-cycler
 
| name = Circadian half-cycler
 
| image = Health item bionic.png|Circadian half-cycler
 
| image = Health item bionic.png|Circadian half-cycler
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| techHediffsTags = Advanced, ImplantEmpireCommon
 
| techHediffsTags = Advanced, ImplantEmpireCommon
 
}}
 
}}
The '''Circadian Half-Cycler''' gives a pawn that's been implanted with it the ability to never sleep again! At the cost of -15% [[consciousness]].
+
The '''Circadian Half-Cycler''' gives a pawn that's been implanted with it the ability to never sleep again, at the cost
 
 
When a pawn with this implant is shocked with [[EMP]] they will receive [[brain shock]], knocking them unconscious temporarily.
 
  
 
== Acquisition ==
 
== Acquisition ==
Line 30: Line 28:
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
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A circadian half-cycler is installed in the brain and removes the [[Sleep]] need entirely. [[Consciousness]] is reduced by 15%, which itself reduces work-related stats like [[Moving]] and [[Manipulation]], as well as [[Eating]] and [[Talking]].
Summary stuff goes here
+
 
 +
When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock]], knocking them unconscious temporarily.
  
 
=== Installation ===
 
=== Installation ===
Line 42: Line 41:
  
 
== Analysis ==
 
== Analysis ==
The lack of need to sleep allows you to have colonists working for an additional ⅓ of the day (if they sleep 8 hours), offsetting the productivity loss from lowered consciousness. Great for craftspeople, or to some extent researchers.
+
Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional ⅓ of the day.  The consciousness loss has a different effect on different work types:
Not needing bedrooms can also be an important space saving measure in very large colonies, however keep in mind that non-[[ascetic]] [[noble]]s will still want a bedroom that meets their needs.
+
*Menial, quality-less tasks like Plants, Cooking, Research, Hauling, or Cleaning are done slower, but the extra time easily makes up for it.
 
+
*Crafters, Artists, and Constructors will produce the same-[[quality]] items, so the extra time is a net positive. However, low-skill construction is more likely to fail.
Brain shock can be used to immediately end a berserk pawn's [[mental break]] safely and quickly, by equipping another pawn with [[EMP grenades]] and targeting the pawn with the half-cycler.
+
*Social pawns and Animal handlers will perform worse, with more failed attempts and higher prices. As [[animal]]s and [[prisoner]]s sleep, while [[trade]] is inheriently limited, the half-cycler has little benefit.
 +
*Similarly, Medical pawns will tend slower and with less quality.
 +
*Combat or Hunting pawns will do less damage, will get injured more, and are slightly more likely to die by Consciousness loss. Additionally, their vulnerability to Brain Shock makes [[EMP]] harder to actually use.
  
 
Putting the pawn on [[luciferium]] can partially make up for the consciousness loss, with the two combined resulting in only a 5% consciousness loss.  
 
Putting the pawn on [[luciferium]] can partially make up for the consciousness loss, with the two combined resulting in only a 5% consciousness loss.  
  
=== Effect on work ===
+
Not needing bedrooms can save plenty of space. However, an unfortunate side effect is with [[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.
<!---Full list of work and how its affect is needed
 
* '''Animals:'''
 
* '''Artistic:'''
 
* '''Construction:'''
 
* '''Cooking:'''
 
* '''Crafting:'''
 
* '''Medical:'''
 
* '''Melee:'''
 
* '''Mining:'''
 
* '''Intellectual:'''
 
* '''Plants:'''
 
* '''Shooting:'''
 
* '''Social:'''
 
* '''Dumb labor:'''
 
--->
 
Not recommended on colonists whose consciousness can greatly affect their performance, such as doctors or marksmen. [[capacity|Capacities]] are key factors in a pawn's [[stat]]s. A pawn's [[consciousness]] directly affects [[eating]], [[manipulation]], [[moving]] and [[talking]] capacities and all five directly affect many different stats. See their pages for full details. The result is some pawns are affected more than others, and that some pawns only have the time it takes to complete their work increased (which is offset by having more time to work) while some pawns have the quality of their work decreased (which is not).
 
* Crafters and constructors will take longer but produce the same [[Quality]] items and structures meaning the decrease will be more than offset by the increased work time, but some lower skilled constructors will [[Construct Success Chance|fail to construct]] more.
 
*Social pawns and animal handlers will perform worse, with more failed attempts and higher prices.
 
*Combat pawns will have lower DPS, get injured more and are slightly more likely to die by consciousness loss. Additionally, the introduced risk of Brain Shock means that supporting melee pawns with [[EMP]] weapons is no longer an option against [[mechanoids]].
 
  
=== Effect on mood ===
+
=== Comparison to reducing sleep ===
It has the rather unfortunate side effect of depriving pawns installed with it of lovin' since it is only initiated while sleeping. Additionally, the pawn will not gain the mood bonus from having a nice bedroom or the comfort bonus from a nice bed. These factors can significantly improve the [[mood]] of colonists, and loss of them can be significant.
 
 
 
=== Comparisons ===
 
 
{{Rewrite|section=1|reason=Update comparisons from table on [[Rest]]}}
 
{{Rewrite|section=1|reason=Update comparisons from table on [[Rest]]}}
 
A high quality [[royal bed]], improvements to [[metabolism]] and [[blood pumping]] such as [[bionic stomach]]s and [[bionic heart]]s, and of course the [[circadian assistant]] all affect a pawn's need for rest.  
 
A high quality [[royal bed]], improvements to [[metabolism]] and [[blood pumping]] such as [[bionic stomach]]s and [[bionic heart]]s, and of course the [[circadian assistant]] all affect a pawn's need for rest.  
  
 
A bionic stomach and heart increase the [[Rest Rate Multiplier]] to 111%, a legendary [[quality]] royal bed provides 168% [[rest effectiveness]], and the circadian assistant decreases [[rest fall rate]] by 20%. Thus, they can reduce the required sleep down to 43%. [[Luciferium]] further improves the rest rate multiplier to 126%, and the required sleep down to 38%. Thus, the circadian half-cycler gives the pawn approximately an 4-4.5 hours of working time compared to an optimum sleeping set up, at the expense of the consciousness penalty, the loss of impressive bedroom, comfort the loss and lovin' mood buffs. The effect of the consciousness loss means that a pawn with a half-cycler will work slower, losing work progress approximately equivalent to 2 hours compared to a regular pawn over the course of the day.
 
A bionic stomach and heart increase the [[Rest Rate Multiplier]] to 111%, a legendary [[quality]] royal bed provides 168% [[rest effectiveness]], and the circadian assistant decreases [[rest fall rate]] by 20%. Thus, they can reduce the required sleep down to 43%. [[Luciferium]] further improves the rest rate multiplier to 126%, and the required sleep down to 38%. Thus, the circadian half-cycler gives the pawn approximately an 4-4.5 hours of working time compared to an optimum sleeping set up, at the expense of the consciousness penalty, the loss of impressive bedroom, comfort the loss and lovin' mood buffs. The effect of the consciousness loss means that a pawn with a half-cycler will work slower, losing work progress approximately equivalent to 2 hours compared to a regular pawn over the course of the day.
 +
 +
===Comparison to Never Sleep===
 +
{{Biotech|section=1}}
 +
The '''never sleep''' [[gene]] will completely prevent sleep with no Consciousness loss. However, with a metabolic complexity of 6, it requires some negative genes in order to be used at all.
 +
 +
Never sleep is not found in any natural [[xenohuman]], so a [[genepack]] must be found - which isn't exactly common. Alternatively, you can start with the gene, which still comes at a massive cost to Metabolic Efficiency.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

Revision as of 20:41, 2 November 2022

Circadian half-cycler

Circadian half-cycler

A signal redirector which isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working half a brain causes a reduction in consciousness.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver [Note]
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 Half-Cycler gives a pawn that's been implanted with it the ability to never sleep again, at the cost

Acquisition

Circadian half-cyclers 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.

Summary

A circadian half-cycler is installed in the brain and removes the Sleep need entirely. Consciousness is reduced by 15%, which itself reduces work-related stats like Moving and Manipulation, as well as Eating and Talking.

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

Installation

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

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

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

Analysis

Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional ⅓ of the day. The consciousness loss has a different effect on different work types:

  • Menial, quality-less tasks like Plants, Cooking, Research, Hauling, or Cleaning are done slower, but the extra time easily makes up for it.
  • Crafters, Artists, and Constructors will produce the same-quality items, so the extra time is a net positive. However, low-skill construction is more likely to fail.
  • Social pawns and Animal handlers will perform worse, with more failed attempts and higher prices. As animals and prisoners sleep, while trade is inheriently limited, the half-cycler has little benefit.
  • Similarly, Medical pawns will tend slower and with less quality.
  • Combat or Hunting pawns will do less damage, will get injured more, and are slightly more likely to die by Consciousness loss. Additionally, their vulnerability to Brain Shock makes EMP harder to actually use.

Putting the pawn on luciferium can partially make up for the consciousness loss, with the two combined resulting in only a 5% consciousness loss.

Not needing bedrooms can save plenty of space. However, an unfortunate side effect is with 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 nobles still desire a bedroom that meets their needs.

Comparison to reducing sleep

A high quality royal bed, improvements to metabolism and blood pumping such as bionic stomachs and bionic hearts, and of course the circadian assistant all affect a pawn's need for rest.

A bionic stomach and heart increase the Rest Rate Multiplier to 111%, a legendary quality royal bed provides 168% rest effectiveness, and the circadian assistant decreases rest fall rate by 20%. Thus, they can reduce the required sleep down to 43%. Luciferium further improves the rest rate multiplier to 126%, and the required sleep down to 38%. Thus, the circadian half-cycler gives the pawn approximately an 4-4.5 hours of working time compared to an optimum sleeping set up, at the expense of the consciousness penalty, the loss of impressive bedroom, comfort the loss and lovin' mood buffs. The effect of the consciousness loss means that a pawn with a half-cycler will work slower, losing work progress approximately equivalent to 2 hours compared to a regular pawn over the course of the day.

Comparison to Never Sleep

The never sleep gene will completely prevent sleep with no Consciousness loss. However, with a metabolic complexity of 6, it requires some negative genes in order to be used at all.

Never sleep is not found in any natural xenohuman, so a genepack must be found - which isn't exactly common. Alternatively, you can start with the gene, which still comes at a massive cost to Metabolic Efficiency.