Editing Circadian half-cycler
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=== Installation === | === Installation === | ||
− | Installing the part requires {{ | + | {{stub|section=1}} |
+ | Installing the part requires {{ticks|2500}} of work, 2x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | Removing the part requires {{ | + | Removing the part requires {{ticks|2500}} of work, 1x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. |
− | If the operation fails, the part | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
== Analysis == | == Analysis == | ||
− | Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional | + | Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional ⅓ of the day, and saves space on a bedroom. Even with the consciousness loss, this makes pawns have more work time, and thus better for many tasks. This assumes you don't have many sleep reducers; see [[#Comparison to reducing sleep]] for details on that. |
− | An unfortunate side effect of the half-cycler is [[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 | + | An unfortunate side effect of the half-cycler is [[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. |
− | === Work === | + | ===Work=== |
− | The | + | The consciousness loss has a different effect on different work types. |
<br>'''Good:''' | <br>'''Good:''' | ||
− | *'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality | + | *'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality; the extra time makes up. |
*'''Cooking:''' Like above; [[food poisoning]] chance is not increased. | *'''Cooking:''' Like above; [[food poisoning]] chance is not increased. | ||
*'''Construction, Crafting, Art:''' will produce the same-[[quality]] items, so the extra time is a net positive. Note that low-skill construction is more likely to fail. | *'''Construction, Crafting, Art:''' will produce the same-[[quality]] items, so the extra time is a net positive. Note that low-skill construction is more likely to fail. | ||
'''Mixed:''' | '''Mixed:''' | ||
− | *'''Plants:''' Allows more plants to be | + | *'''Plants:''' Allows more plants to be harvested, but lowers yield per plant. Bad when plant space is limited, good if not. |
*'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores. | *'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores. | ||
'''Bad:''' | '''Bad:''' | ||
*'''Social, Animals:''' The half-cycler is of little help: trade is limited, prisoners and animals sleep. Lowered Consciousness means more failed attempts and higher prices. | *'''Social, Animals:''' The half-cycler is of little help: trade is limited, prisoners and animals sleep. Lowered Consciousness means more failed attempts and higher prices. | ||
− | *'''Medical:''' Tends slower, with less quality, and have less successful surgeries. Tend speed is | + | *'''Medical:''' Tends slower, with less quality, and have less successful surgeries. Tend speed is incredibly important, but you only need to tend so much. |
− | *'''Combat:''' Worse accuracy, will get injured more, and more likely to die from Consciousness loss | + | *'''Combat:''' Worse accuracy, will get injured more, and more likely to die from Consciousness loss. |
− | **[[EMP]] also becomes harder to use due to Brain Shock. | + | **[[EMP]] also becomes harder to use due to Brain Shock. It may be wiser to EMP [[mechanoid]]s even if it'd hit a half-cycler pawn, which means you just lose a combatant. |
− | |||
− | |||
− | + | Of course, pawns can be good at multiple work tasks. For example, a pawn that mostly does Crafting can also be your main Social pawn; independent cases should be weighed differently. | |
− | |||
− | + | ==Comparisons== | |
− | + | === Comparison to reducing sleep === | |
{{For|a full list of sleep required in various circumstances|Rest#Comparison tables}} | {{For|a full list of sleep required in various circumstances|Rest#Comparison tables}} | ||
Other than [[quick sleeper]], the following can decrease the time needed to sleep: | Other than [[quick sleeper]], the following can decrease the time needed to sleep: | ||
− | * High [[quality]] beds, further improved with [[royal bed]]s | + | *High [[quality]] beds, further improved with [[royal bed]]s |
− | * Improvements to [[ | + | *Improvements to [[metabolism]] and [[blood pumping]] (like [[bionic stomach]]s, [[bionic heart]]s, and [[luciferium]]) |
− | * [[Drug]]s, like [[psychite tea]] and [[wake-up]]. | + | *[[Drug]]s, like [[psychite tea]] and [[wake-up]]. |
− | * [[Sleep accelerator]]s.{{IdeologyIcon}} | + | *[[Sleep accelerator]]s.{{IdeologyIcon}} |
− | * The [[Genes#Sleep|low sleep]] gene.{{BiotechIcon}} | + | *The [[Genes#Sleep|low sleep]] gene.{{BiotechIcon}} |
And, of course, the [[circadian assistant]]. | And, of course, the [[circadian assistant]]. | ||
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In all 3 cases, the pawn can still receive a bed's comfort, Lovin', and the Impressive Bedroom moodlets. These scenarios can be further improved with any of the other methods listed above. However, they'll have to walk to and from the bedroom/barracks, which is a minor time loss. | In all 3 cases, the pawn can still receive a bed's comfort, Lovin', and the Impressive Bedroom moodlets. These scenarios can be further improved with any of the other methods listed above. However, they'll have to walk to and from the bedroom/barracks, which is a minor time loss. | ||
− | + | ===Comparison to Never Sleep=== | |
− | The '''never sleep''' [[gene]] will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or ''[[genes#Archite metabolism|archite metabolism]]'' to even be used at all. It takes a large amount of negatives to negate the penalty, or 2 [[archite capsule]]s for the aforementioned metabolism gene. | + | The '''never sleep''' [[gene]]{{BiotechIcon}} will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or ''[[genes#Archite metabolism|archite metabolism]]'' to even be used at all. It takes a large amount of negatives to negate the penalty, or 2 [[archite capsule]]s for the aforementioned metabolism gene. |
− | Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found | + | Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found, both for the sleep gene and whatever you're using to compensate. Alternatively, you can start with a [[xenotype]] with the gene - this still comes at the genetic cost. |
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] |