Difference between revisions of "Learning assistant"

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== Acquisition ==
 
== Acquisition ==
Learning assistants can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
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Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
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If the operation fails, the part will be destroyed.
  
 
== Analysis ==
 
== Analysis ==
The learning assistant's bonus is additive with other sources of increased [[Global Learning Factor]]. However, a pawn's [[Skills#Passion|Passion Multiplier]] for the skill they are learning is multiplicative with the pawn's global learning factor. This results in a quantitatively larger increase in XP gain when the pawn is performing work for which they are passionate, and also means that the qualitative difference before and after installing the implant will be larger for pawns with a lower Global Learning Factor. A [[slow learner]]'s experience gain would be {{%|0.45/0.25}} as fast after the addition of the assistant, while a [[fast learner]] would increase to {{%|1.95/1.75 round 2}} as fast after the addition of the assistant. Despite this, even an {{+|{{%|1.95/1.75 - 1 round 2}}}} increase is a significant reduction in the time taken to reach high levels. For a full breakdown of all sources of Global Learning Factor, see [[Global Learning Factor]].  
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The learning assistant's bonus is additive with other sources of increased [[Global Learning Factor]]. However, a pawn's [[Skills#Passion|Passion Multiplier]] for the skill they are learning is multiplicative with the pawn's global learning factor. This results in a quantitatively larger increase in XP gain when the pawn is performing work for which they are passionate, and also means that the qualitative difference before and after installing the implant will be larger for pawns with a lower Global Learning Factor. A [[slow learner]]'s experience gain would be {{Good|x{{%|0.45/0.25}}}} as fast after the addition of the assistant, while a [[fast learner]] would increase to {{Good|x{{%|1.95/1.75 round 2}}}} as fast after the addition of the assistant. Despite this, even an {{+|{{%|1.95/1.75 - 1 round 2}}}} increase is a significant reduction in the time taken to reach high levels. For a full breakdown of all sources of Global Learning Factor, see [[Global Learning Factor]].  
  
 
Learning assistants can be safely used on most pawns. However, remember that installing a learning assistant will make a pawn vulnerable to [[EMP]]. Exercise caution when installing learning assistants on pawns who frequently see combat, especially on the front lines where EMP blasts may be common. Installing learning assistants on melee pawns is inadvisable, as they can no longer be supported with EMP grenades when fighting [[mechanoids]].
 
Learning assistants can be safely used on most pawns. However, remember that installing a learning assistant will make a pawn vulnerable to [[EMP]]. Exercise caution when installing learning assistants on pawns who frequently see combat, especially on the front lines where EMP blasts may be common. Installing learning assistants on melee pawns is inadvisable, as they can no longer be supported with EMP grenades when fighting [[mechanoids]].

Latest revision as of 12:08, 27 September 2024

Learning assistant

Learning assistant

A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories.

Base Stats

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

Creation

Crafted At
Fabrication bench
Required Research
Neural computationTechprint
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 Learning Assistant gives a pawn that's been implanted with it a bonus of +20% Global Learning Factor.

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

Acquisition[edit]

Learning assistants can be crafted at a fabrication bench once the neural computation research project has been completed. Note that this research requires a techprint. Each requires Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.

Summary[edit]

The learning assistant is a brain implant. It is implanted into the brain, but does not replace any natural parts. When implanted, it grants a +20% offset to the pawn's Global Learning Factor. However, the learning assistant also renders a pawn vulnerable to EMP. If shocked by an EMP blast, the pawn will be rendered unconscious with brain shock, lasting between 2,500 ticks (41.67 secs) and 3,500 ticks (58.33 secs).

Despite the item's description that the learning assistant works by replaying memories during sleep, the learning assistant works at all times and does not require sleep. It can be combined with sleep-reducing or eliminating mechanics, including the circadian half-cycler or the Never sleep gene,Content added by the Biotech DLC without penalty.

As an artificial part, learning assistants will give a mood buff to anyone with the Body modder trait, and a mood penalty to anyone with the Body purist trait. They will also satisfy colonists with a transhumanist ideology.

Installation[edit]

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

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

If the operation fails, the part will be destroyed.

Analysis[edit]

The learning assistant's bonus is additive with other sources of increased Global Learning Factor. However, a pawn's Passion Multiplier for the skill they are learning is multiplicative with the pawn's global learning factor. This results in a quantitatively larger increase in XP gain when the pawn is performing work for which they are passionate, and also means that the qualitative difference before and after installing the implant will be larger for pawns with a lower Global Learning Factor. A slow learner's experience gain would be ×180% as fast after the addition of the assistant, while a fast learner would increase to ×111% as fast after the addition of the assistant. Despite this, even an +11% increase is a significant reduction in the time taken to reach high levels. For a full breakdown of all sources of Global Learning Factor, see Global Learning Factor.

Learning assistants can be safely used on most pawns. However, remember that installing a learning assistant will make a pawn vulnerable to EMP. Exercise caution when installing learning assistants on pawns who frequently see combat, especially on the front lines where EMP blasts may be common. Installing learning assistants on melee pawns is inadvisable, as they can no longer be supported with EMP grenades when fighting mechanoids.