Difference between revisions of "Sleep suppressor"
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{{Anomaly}} | {{Anomaly}} | ||
− | |||
{{Infobox main|building | {{Infobox main|building | ||
− | |name = Sleep suppressor | + | | name = Sleep suppressor |
+ | | image = Sleep suppressor north.png | ||
+ | | description = A scavenged archotech shard mounted in an electrical control frame. The device creates a psychic pulsation in the local area which alters the brain chemistry of those nearby, halting the buildup of fatigue toxins and removing the need for sleep. However, it also irritates anyone nearby. | ||
+ | | type = Building | ||
+ | | type2 = Anomaly (Buildings) | ||
+ | | marketvalue = 545 | ||
+ | | placeable = true | ||
+ | | path cost = | ||
+ | | passability = | ||
+ | | blockswind = | ||
+ | | cover = 0.4 | ||
+ | | minifiable = | ||
+ | | size = 2 ˣ 1 | ||
+ | | mass base = 100 | ||
+ | | flammability = 0.5 | ||
+ | | hp = 200 | ||
+ | | sell price multiplier = 0.7 | ||
+ | | power = -300 | ||
+ | | terrain affordance = heavy | ||
+ | | research = Sleep suppressor | ||
+ | | thingCategories = | ||
+ | | work to make = 6000 | ||
+ | | resource 1 = Shard | ||
+ | | resource 1 amount = 1 | ||
+ | | resource 2 = Bioferrite | ||
+ | | resource 2 amount = 100 | ||
+ | | resource 3 = Steel | ||
+ | | resource 3 amount = 25 | ||
}} | }} | ||
− | + | The '''sleep suppressor''' is a building added by the [[Anomaly DLC]] reduces the [[sleep fall rate]] of nearby colonists, but also inflicts a mood debuff. | |
− | |||
== Acquisition == | == Acquisition == | ||
+ | {{Acquisition}} | ||
== Summary == | == Summary == | ||
+ | {{Recode|section=1|reason=Time in/until state like [[Comfort]] and other stat pages - for both gain and decay}} | ||
+ | Colonists within an 8 tile radius of the sleep suppressor will gain a {{--|6}} [[mood]] debuff, and slowly build Sleep Suppression while they remain within the radius. | ||
+ | |||
+ | Sleep Suppression progresses in several stages: | ||
+ | * Very Mild (0% - 9.9%): No effect | ||
+ | * Mild (10% - 29.9%): Sleep Fall Rate x50% | ||
+ | * Moderate (30% - 65.9%) Sleep Fall Rate x15% | ||
+ | * Extreme (66% - 100%) Sleep Fall Rate x0% | ||
+ | |||
+ | When outside of the radius, pawns lose progression on sleep suppression very quickly. | ||
== Analysis == | == Analysis == | ||
+ | The sleep suppressor is very effective when placed within your workshop and laboratory, where pawns are likely to sit in place for long periods of time needed to build up the sleep suppression to the maximum. This effectively allows pawns to craft or research for longer periods of time before they need to stop to satisfy other needs, like hunger or recreation. It can be combined with a [[frenzy inducer]] to make pawn work even more efficient, though at the cost of additional mood debuffs. | ||
+ | |||
+ | The sleep suppressor is especially useful for [[slaves]]{{IdeologyIcon}} as they already have no recreation needs and higher mood due to slave expectation buff. Assuming the slave is going to work near sleep suppressor all of the time, their only required need is food. Putting it next to [[deep drill]] operated by a slave allows for a exceptionally productive work. | ||
+ | |||
+ | In theory, one could also be built in the rec room and dining room, to keep those pawns awake close to indefinitely, though these rooms are much less frequently idled in by an efficient colony, making the extra costs to have additional units in these areas much less favourable. | ||
+ | |||
+ | Like other similar buildings such as the [[frenzy inducer]], these should be turned off when moods are low in the colony. A happy pawn is more efficient than a sleepless pawn in the long run, after all. | ||
== Version history == | == Version history == |
Latest revision as of 07:02, 8 September 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Sleep suppressor
A scavenged archotech shard mounted in an electrical control frame. The device creates a psychic pulsation in the local area which alters the brain chemistry of those nearby, halting the buildup of fatigue toxins and removing the need for sleep. However, it also irritates anyone nearby.
Base Stats
- Type
- Building – Anomaly (Buildings)
- Mass
- 100 kg
- HP
- 200
- Flammability
- 50%
Building
- Size
- 2 × 1
- Placeable
- True
- Cover Effectiveness
- 40%
- Terrain Affordance
- Heavy
- Power
- -300 W
Creation
- Required Research
- Sleep suppressor
- Work To Make
- 6,000 ticks (1.67 mins)
The sleep suppressor is a building added by the Anomaly DLC reduces the sleep fall rate of nearby colonists, but also inflicts a mood debuff.
Acquisition[edit]
Sleep suppressors can be constructed once the sleep suppressor research project has been completed. Note that this research requires dark study to unlock. Each requires 1 Shard, 100 Bioferrite, 25 Steel and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder.
Summary[edit]
This section has been suggested for recoding. Reason: Time in/until state like Comfort and other stat pages - for both gain and decay. You can help RimWorld Wiki by improving it. |
Colonists within an 8 tile radius of the sleep suppressor will gain a −6 mood debuff, and slowly build Sleep Suppression while they remain within the radius.
Sleep Suppression progresses in several stages:
- Very Mild (0% - 9.9%): No effect
- Mild (10% - 29.9%): Sleep Fall Rate x50%
- Moderate (30% - 65.9%) Sleep Fall Rate x15%
- Extreme (66% - 100%) Sleep Fall Rate x0%
When outside of the radius, pawns lose progression on sleep suppression very quickly.
Analysis[edit]
The sleep suppressor is very effective when placed within your workshop and laboratory, where pawns are likely to sit in place for long periods of time needed to build up the sleep suppression to the maximum. This effectively allows pawns to craft or research for longer periods of time before they need to stop to satisfy other needs, like hunger or recreation. It can be combined with a frenzy inducer to make pawn work even more efficient, though at the cost of additional mood debuffs.
The sleep suppressor is especially useful for slaves as they already have no recreation needs and higher mood due to slave expectation buff. Assuming the slave is going to work near sleep suppressor all of the time, their only required need is food. Putting it next to deep drill operated by a slave allows for a exceptionally productive work.
In theory, one could also be built in the rec room and dining room, to keep those pawns awake close to indefinitely, though these rooms are much less frequently idled in by an efficient colony, making the extra costs to have additional units in these areas much less favourable.
Like other similar buildings such as the frenzy inducer, these should be turned off when moods are low in the colony. A happy pawn is more efficient than a sleepless pawn in the long run, after all.
Version history[edit]
- Anomaly DLC Release - Added