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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.
- Required Research
- Circadian Influence
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (
- Advanced, ImplantEmpireCommon
- Bionic, 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.
A circadian half-cycler is made with 15 Plasteel, 4 advanced components and 26,000 ticks ( of work at the fabrication bench, after the Circadian Influence research is completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require a crafting skill of 8.
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. Not needing bedrooms can also be an important space saving measure in very large colonies, however keep in mind that non-ascetic nobles will still want a bedroom that meets their needs.
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 recommended on colonists whose consciousness can greatly affect their performance, such as doctors or marksmen. Capacities are key factors in a pawn's stats. 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 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
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. Both factors can significantly improve the mood of colonists, and loss of them can be significant.
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.