Difference between revisions of "Circadian assistant"
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{{Royalty}} | {{Royalty}} | ||
− | {{ | + | {{Infobox main |
− | | image = | + | | name = Circadian assistant |
− | | | + | | image = Health item bionic.png |
− | | | + | | type = Medical Items |
+ | | type2 = Body Parts | ||
+ | | tech level = Spacer | ||
| description = An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain. | | description = An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain. | ||
− | | | + | | production facility 1 = Fabrication bench |
− | | | + | | research = Circadian influence |
− | | | + | | skill 1 = Crafting |
− | | | + | | skill 1 level = 8 |
− | | | + | | resource 1 = plasteel |
− | | | + | | resource 1 amount = 15 |
− | | | + | | resource 2 = advanced component |
− | | | + | | resource 2 amount = 4 |
− | | | + | | work to make = 26000 |
− | | | + | | mass base = 4 |
− | | flammability | + | | hp = 50 |
− | | | + | | flammability = 1.0 |
− | | | + | | marketvalue = 1030 |
− | | | + | | thingSetMakerTags = RewardStandardLowFreq |
+ | | tradeTags = Bionic, ImplantEmpireCommon | ||
+ | | techHediffsTags = Advanced, ImplantEmpireCommon | ||
}} | }} | ||
− | The ''' | + | The '''circadian assistant''' is an [[artificial body part]] that slows the rate at which pawns get [[Rest|tired]]. |
− | + | == Acquisition == | |
+ | {{Acquisition}} | ||
− | + | Pawns from [[ancient shrine]]s may have this implant installed. | |
− | + | == Summary == | |
+ | An installed circadian assistant decreases [[Sleep Fall Rate]] by {{Good|-20%}}. This does ''not'' equal 20% less sleep. See [[#Sleep saved|Sleep Saved]] for the exact details. This modifier is applied ''before'' [[gene]]s and [[drug]]s, so in most situations it is equivalent to a simple {{Good|×80%}} factor. | ||
+ | |||
+ | When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock]], knocking them unconscious temporarily. | ||
+ | |||
+ | === Installation === | ||
+ | Installing the part requires {{Ticks|2500}} of work, 2x 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 will be destroyed. | ||
+ | |||
+ | == Analysis == | ||
+ | The circadian assistant increases work hours without impacting Consciousness like the [[Circadian half-cycler|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 [[mech]]s more difficult, but gives a way to safely down the pawn in case of a [[mental break]] or [[prison break]]. | ||
+ | |||
+ | With high quality [[bed]]s, 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 [[light|darkness]] will reduce work speed by a significant percentage, unless there is [[Ideoligion#Lighting|something]] [[Genes#Dark vision|mitigating]] [[light|this]]. | ||
+ | |||
+ | === Sleep saved === | ||
+ | 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 {{Good|x106.3%}}. 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 {{Good|x104.5%}}, saving about 0.853 hours per 24-hour day compared to quick sleeper on its own. | ||
+ | |||
+ | === Comparison to other bionics === | ||
+ | With a rough baseline of actual sleep saved calculated above, it is possible to compare the ciradian assistant to other bionics. | ||
+ | |||
+ | [[Bionic arm]]s and [[bionic leg]]s 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 heart]]s offer {{Good|x105%}} 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 == | == Notes == | ||
− | |||
Despite its description, it does nothing to mitigate toxic buildup. | Despite its description, it does nothing to mitigate toxic buildup. | ||
− | {{ | + | {{Nav|body parts|wide}} |
− | + | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] | |
− | [[Category: |
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.