Difference between revisions of "Circadian half-cycler"

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| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Spacer
 
| description = 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.
 
| description = 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.
 
| production facility 1 = Fabrication bench
 
| production facility 1 = Fabrication bench

Revision as of 01:03, 31 August 2022

Circadian half-cycler

Circadian half-cycler

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.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver [Note]
Mass
4 kg
HP
50
Flammability
100%

Creation

Crafted At
Fabrication bench
Required Research
Circadian influenceTechprint
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
Advanced, ImplantEmpireCommon
tradeTags
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.

When a pawn with this implant is shocked with EMP they will receive brain shock, knocking them unconscious temporarily.

Acquisition

Circadian half-cyclers 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 Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

Summary

Summary stuff goes here

Installation

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of ?? quality or better, and a Medical skill of 5.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of ?? quality or better, and a Medical skill of 5.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

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.

Brain shock can be used to immediately end a berserk pawn's mental break safely and quickly, by equipping another pawn with EMP grenades and targeting the pawn with the half-cycler.

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.

Comparisons

A high quality royal bed, improvements to metabolism and blood pumping such as bionic stomachs and bionic hearts, and of course the circadian assistant all affect a pawn's need for rest.

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.