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{{Ideology}}
 
{{Ideology}}
{{infobox main|misc
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{{infobox main|misc|
 
| name = Sleep accelerator
 
| name = Sleep accelerator
 
| image = Sleep accelerator.png
 
| image = Sleep accelerator.png
 
| description = A bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
 
| description = A bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
 
| type = Building
 
| type = Building
| type2 = Ideology (Buildings)
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| type2 = Misc
 
| placeable = true
 
| placeable = true
 
| passability = pass through only
 
| passability = pass through only
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{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
 
! Bed [[Quality]]
 
! Bed [[Quality]]
! data-sort-type="number" | Awful
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!data-sort-type="number"| Awful
! data-sort-type="number" | Poor
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!data-sort-type="number"| Poor
! data-sort-type="number" | Normal
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!data-sort-type="number"| Normal
! data-sort-type="number" | Good
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!data-sort-type="number"| Good
! data-sort-type="number" | Excellent
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!data-sort-type="number"| Excellent
! data-sort-type="number" | Masterwork
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!data-sort-type="number"| Masterwork
! data-sort-type="number" | Legendary
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!data-sort-type="number"| Legendary
 
|-
 
|-
! [[Rest Effectiveness]] Bonus
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![[Rest Effectiveness]] Bonus
 
| +{{#expr:{{#var:baseRestEffectiveness}}*0.86 round 0}}%
 
| +{{#expr:{{#var:baseRestEffectiveness}}*0.86 round 0}}%
 
| +{{#expr:{{#var:baseRestEffectiveness}}*0.92 round 0}}%
 
| +{{#expr:{{#var:baseRestEffectiveness}}*0.92 round 0}}%
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|-
 
|-
 
|}
 
|}
</li></div>
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</li><div>
 
'''Nota bene:''' As the rest effectiveness bonuses apply to the bed ''before'' the bed's [[quality]] multiplier is applied, the exact bonus the sleep accelerator applies scales with the '''bed's''' quality.
 
'''Nota bene:''' As the rest effectiveness bonuses apply to the bed ''before'' the bed's [[quality]] multiplier is applied, the exact bonus the sleep accelerator applies scales with the '''bed's''' quality.
  
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== Analysis ==
 
== Analysis ==
=== Costs and benefits ===
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===Costs and benefits===
 
{{For|full analysis of rest and sleep saved|Rest}}
 
{{For|full analysis of rest and sleep saved|Rest}}
 
When sleeping in a normal quality [[bed]], sleep accelerators will save 1.4 hours of sleep per day (5.8% of a day). In a masterwork bed, this is reduced to saving 1.25 hours (5.2% of a day). While this might seem paradoxical, considering the accelerator's increased Rest Effectiveness, using a masterwork bed means that there's less sleep need to be saved. In both cases, sleep is reduced by roughly 20%.
 
When sleeping in a normal quality [[bed]], sleep accelerators will save 1.4 hours of sleep per day (5.8% of a day). In a masterwork bed, this is reduced to saving 1.25 hours (5.2% of a day). While this might seem paradoxical, considering the accelerator's increased Rest Effectiveness, using a masterwork bed means that there's less sleep need to be saved. In both cases, sleep is reduced by roughly 20%.
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The power draw is significant and spikes while colonists sleep. If a pawn sleeps for 6 hours a day and [[batteries]] are used, then an average of roughly '''{{#expr: (300*6/15) + 50}} W per day''' if said power is constantly supplied. Batteries will only store 50% of any excess power. So if [[solar generator]]s are used while colonists sleep at night, then more power is required, up to the upper limit of {{#expr: (300*6/12) + 50}} W per accelerator. The hunger cost can largely be counteracted by growing more food, or by using a [[nutrient paste dispenser]]. <!-- 50 W all day. +300 W for 6 hours = 1800 W hr. Batts store 50% energy when stuff is offline. 6 hours online, (18 * 0.5) effective hours offline, or 15 effective hours a day. 1800 W hr / 15 hr = 120 W average, plus +50 W all the time, assuming chemfuel generator.-->
 
The power draw is significant and spikes while colonists sleep. If a pawn sleeps for 6 hours a day and [[batteries]] are used, then an average of roughly '''{{#expr: (300*6/15) + 50}} W per day''' if said power is constantly supplied. Batteries will only store 50% of any excess power. So if [[solar generator]]s are used while colonists sleep at night, then more power is required, up to the upper limit of {{#expr: (300*6/12) + 50}} W per accelerator. The hunger cost can largely be counteracted by growing more food, or by using a [[nutrient paste dispenser]]. <!-- 50 W all day. +300 W for 6 hours = 1800 W hr. Batts store 50% energy when stuff is offline. 6 hours online, (18 * 0.5) effective hours offline, or 15 effective hours a day. 1800 W hr / 15 hr = 120 W average, plus +50 W all the time, assuming chemfuel generator.-->
  
=== Should you build? ===
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===Should you build?===
Overall, the sleep accelerator is a permanent {{+|5%}} or so buff to colonist time, once you can afford the resource and power cost. However, most players should consider these buildings with the entire Transhumanist package. In addition to being happy from accelerators, transhumanists will demand [[neural supercharger]]s at moderate [[expectations]] (80,000 colony [[wealth]]). Once high [[expectations]] (180,000 colony wealth) are reached, [[biosculpter pod#Age Reversal|age reversal]] will also be demanded.
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Overall, the sleep accelerator is a permanent {{+|5%}} or so buff to colonist time, once you can afford the resource and power cost. However, most players should consider these buildings with the entire Transhumanist package. In addition to being happy from accelerators, transhumanists will demand [[neural supercharger]]s at moderate [[expectations]] (80,000 colony [[wealth]]). Once high [[expectations]] (180,000 colony wealth) are reached, [[biosculpter pod#Age Reversal|age reversal]] will also be demanded.  
 
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*Neural superchargers are another power- and resource- hungry machine, requiring {{Required Resources|Neural supercharger}} and consuming {{Q|Neural supercharger|Power Consumption}} W all day. For the entire day, the supercharge gives {{+|10%}} [[Consciousness]], boosting a wide variety of stats, along with {{+|25%}} [[Global Learning Factor]]. However, pawns will be more hungry, in addition to the power cost.
* Neural superchargers are another power- and resource- hungry machine, requiring {{Required Resources|Neural supercharger}} and consuming {{Q|Neural supercharger|Power Consumption}} W all day. For the entire day, the supercharge gives {{+|10%}} [[Consciousness]], boosting a wide variety of stats, along with {{+|25%}} [[Global Learning Factor]]. However, pawns will be more hungry, in addition to the power cost.
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*Age reversal takes a minimum of 2.61 days/year, or 4.31% of the year when tuned in a [[sterile tile|sterile]] room. In a regular, clean room, this takes 3 days/year (5% of the year). This negates most of the benefit from the sleep accelerator, and comes with the downside of pawns unable to exit freely without [[Ailments#biosculpter sickness|biosculpter sickness]].
* Age reversal takes a minimum of 2.61 days/year, or 4.31% of the year when tuned in a [[sterile tile|sterile]] room. In a regular, clean room, this takes 3 days/year (5% of the year). This negates most of the benefit from the sleep accelerator, and comes with the downside of pawns unable to exit freely without [[Ailments#biosculpter sickness|biosculpter sickness]].
 
 
If your colony has not reached high expectations yet, or the {{--|4}} to {{--|10}} moodlet from no age reversal is taken, then the accelerator and supercharger are a maintenance-free positive to work. If pawns are getting age reversal, then sleep accelerators are a ''very'' slight positive to work (though you'll get the full benefit from the supercharger).
 
If your colony has not reached high expectations yet, or the {{--|4}} to {{--|10}} moodlet from no age reversal is taken, then the accelerator and supercharger are a maintenance-free positive to work. If pawns are getting age reversal, then sleep accelerators are a ''very'' slight positive to work (though you'll get the full benefit from the supercharger).
  
=== Tips ===
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===Tips===
* Pawns in a [[double bed]] will share a sleep accelerator, so you may want to pair pawns up. Manipulating their actions, using the "Romance" option in the Social tab, and/or using the Word of Love [[psycast]] can all help power. If you're using solar generators, then you may want to have pawns sleep in the day in order to ignore the battery's 50% penalty and use the generator's full draw of power. If you are doing this, remember that [[light]] impacts both movement and work speed.
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*Pawns in a [[double bed]] will share a sleep accelerator, so you may want to pair pawns up. Manipulating their actions, using the "Romance" option in the Social tab, and/or using the Word of Love [[psycast]] can all help power. If you're using solar generators, then you may want to have pawns sleep in the day in order to ignore the battery's 50% penalty and use the generator's full draw of power. If you are doing this, remember that [[light]] impacts both movement and work speed.
* If another faction has the Transhumanist ideoligion, then you can have their pawns construct sleep accelerators and neural superchargers without your entire colony demanding accelerators/superchargers/age reversals/body parts. This is also possible with a fluid ideoligion, though development points can be somewhat prohibitive.
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*If another faction has the Transhumanist ideoligion, then you can have their pawns construct sleep accelerators and neural superchargers without your entire colony demanding accelerators/superchargers/age reversals/body parts. This is also possible with a fluid ideoligion, though development points can be somewhat prohibitive.
** If your faction is against Diversity of Thought, then you can [[arrest]] the other ideoligion pawn as soon as they are done building them, and put them in [[cryptosleep]] until you need more fancy buildings built.
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**If your faction is against Diversity of Thought, then you can [[arrest]] the other ideoligion pawn as soon as they are done building them, and put them in [[cryptosleep]] until you need more fancy buildings built.
  
 
== Version history ==
 
== Version history ==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
 
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{{nav|misc|wide}}
{{Nav|ideology|wide}}
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[[Category:Miscellaneous]]
[[Category:Ideology (Buildings)]]
 

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