Sleep suppressor

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Sleep suppressor

Sleep suppressor

A scavenged archotech shard mounted in an electrical control frame. The device creates a psychic pulsation in the local area which alters the brain chemistry of those nearby, halting the buildup of fatigue toxins and removing the need for sleep. However, it also irritates anyone nearby.

Base Stats

Type
BuildingAnomaly (Buildings)
Market Value
545 Silver
Mass
100 kg
HP
200
Flammability
50%

Building

Size
2 × 1
Placeable
True
Cover Effectiveness
40%
Terrain Affordance
Heavy
Power
-300 W

Creation

Required Research
Sleep suppressor
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Shard 1 + Bioferrite 100 + Steel 25
Deconstruct yield
Shard 0 - 1 + Bioferrite 50 + Steel 12 - 13
Destroy yield
Shard 0 - 1 + Bioferrite 25 + Steel 6 - 7

The sleep suppressor is a building added by the Anomaly DLC that gives nearby colonists the sleep suppression hediff, but also gives them a mood debuff.

Acquisition

Researching it requires the Bioferrite Extraction and Entity Containment projects, and it requires 12.3 Basic anomaly research.

Summary

Colonists within an 8 tile radius of the sleep suppressor will gain a -6 mood debuff, and slowly build Sleep Suppression while they remain within the radius.

Sleep Suppression progresses in several stages:

  • Very Mild (0% - 9.9%): No effect
  • Mild (10% - 29.9%): Sleep Fall Rate x50%
  • Moderate (30% - 65.9%) Sleep Fall Rate x15%
  • Extreme (66% - 100%) Sleep Fall Rate x0%

When outside of the radius, pawns lose progression on sleep suppression very quickly.

Analysis

The Sleep Suppressor is very effective when placed within your workshop and laboratory, where pawns are likely to sit in place for long periods of time needed to build up the sleep suppression to the maximum. This effectively allows pawns to craft or research for longer periods of time before they need to stop to satisfy other needs, like hunger or recreation. It can be combined with a Frenzy inducer to make pawn work even more efficient, though at the cost of additional mood debuffs.

In theory, one could also built in the rec room and dining room, to keep those pawns awake close to indefinitely, though these rooms are much less frequently idled in by an efficient colony, making the extra costs to have additional units in these areas much less favourable.

Like other similar buildings such as the Frenzy inducer, these should be turned off when moods are low in the colony. A happy pawn is more efficient than a sleepless pawn in the long run, after all.

Version history