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An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain.
- Tech Level
- 4 kg
- Required Research
- Circadian influence
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- Advanced, ImplantEmpireCommon
- Bionic, ImplantEmpireCommon
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 15 Plasteel, 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.
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If the operation fails, the part has a chanceto be destroyed.
The circadian assistant increases work hours without impacting Consciousness like the half-cycler. However, this implant is virtually always worse for productivity than either a bionic arm or bionic leg, depending on the type of work the colonist focuses on. The brain shock makes using EMP against mechs more difficult, but gives a way to safely down the pawn in case of a mental break or prison break.
With high quality beds, and/or other positive modifiers to rest, consider setting a pawn's schedule entirely to Anything. A pawn with greatly enhanced sleep will go beyond a 24 hour sleep schedule, which means that pawns will spend less time moving to/from their bed. Remember that being in darkness will reduce work speed by a significant percentage, unless there is something mitigating this.
In essence, the circadian assistant only has an effect while the pawn is awake. Therefore, actual sleep saving will always be lower than expected values.
For example, a baseline pawn in a normal bed would spend 18.19 hours awake per 7.56 hours sleeping, to avoid being Drowsy. The assistant increases awake time to (18.19/0.8), or 22.74 hours awake, without impacting the sleep needed.
- A baseline pawn in a normal bed spends (18.19 hr awake) / (7.56 + 18.19 hr total) = 70.6% of a day awake. Equal to 16.95 hr awake per 24 hour cycle, or 7.05 hours sleeping.
- With the circadian assistant, this becomes (22.74 hr awake) / (7.56 + 22.74 hr total) = 75.04% of a day awake. Equal to 18.01 hr awake per 24 hour cycle, or 5.99 hours sleeping.
This means that, in a normal bed, the circadian assistant will actually increase awake time by ×106.3%, or about 1.06 hours per day - rather than the expected +20% or +25%. Increasing Rest Effectiveness or Rest Rate Multiplier will actually lower the relative time savings of the circadian assistant. For example, a quick sleeper installing a circadian assistant would end up increasing awake time by ×104.5%, saving about 0.853 hours per 24-hour day compared to quick sleeper on its own.
Comparison to other bionics
With a rough baseline of actual sleep saved calculated above, it is possible to compare the ciradian assistant to other bionics.
Bionic arms and bionic legs increase Manipulation or Moving by +12.5%, per part, which increase work speed / travel speed by that amount. While "awake time" would increase both time working and travel time, the other parts are more specialized and thus are generally better at increasing a specific work's speed. In addition, both bionic arms and legs have some functional benefit in combat. Rest does not impact combat until 0% rest, where exhausted pawns will collapse on the ground.
If 2 bionic arms and/or 2 legs have already been installed, then the assistant offers a decent functional benefit. Bionic hearts offer ×105% Moving and an approximate 0.3 hour per day sleep reduction, so the circadian assistant would be better for work. However, it still confers an EMP weakness.
Despite its description, it does nothing to mitigate toxic buildup.