Difference between revisions of "Circadian assistant"
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== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
Pawns from [[ancient shrine]]s may have this implant installed. | Pawns from [[ancient shrine]]s may have this implant installed. | ||
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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 | + | If the operation fails, the part will be destroyed. |
== Analysis == | == Analysis == |
Latest revision as of 21:36, 25 September 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Circadian assistant
An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Spacer
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Circadian influence
- Skill Required
- Crafting 8
- Work To Make
- 26,000 ticks (7.22 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- Advanced, ImplantEmpireCommon
- tradeTags
- Bionic, ImplantEmpireCommon
The circadian assistant is an artificial body part that slows the rate at which pawns get tired.
Acquisition[edit]
Circadian assistants can be crafted at a fabrication bench once the circadian influence research project has been completed. Note that this research requires a techprint. Each requires 15 Plasteel, 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.
Pawns from ancient shrines may have this implant installed.
Summary[edit]
An installed circadian assistant decreases Sleep Fall Rate by −20%. This does not equal 20% less sleep. See Sleep Saved for the exact details. This modifier is applied before genes and drugs, so in most situations it is equivalent to a simple ×80% factor.
When a pawn with this implant is shocked with EMP, they will receive brain shock, knocking them unconscious temporarily.
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 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.
Sleep saved[edit]
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 actually reduces sleep time by roughly −15%, or about 1.06 hours per day, rather than the expected -20%.
Alternatively, you could say that the circadian assistant increases awake time by ×106.3%. Increasing Rest Effectiveness or Rest Rate Multiplier will actually lower the time savings of this implant. 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[edit]
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.
Notes[edit]
Despite its description, it does nothing to mitigate toxic buildup.