Difference between revisions of "Circadian assistant"

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{{Royalty}}{{infobox main|
+
{{Royalty}}
 +
{{Infobox main
 
| name = Circadian assistant
 
| name = Circadian assistant
| image = Health item bionic.png|Circadian assistant
+
| image = Health item bionic.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| 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 = Crafting
 
| skill 1 level = 8
 
| skill 1 level = 8
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| flammability = 1.0
 
| flammability = 1.0
 
| marketvalue  = 1030
 
| marketvalue  = 1030
 +
| thingSetMakerTags = RewardStandardLowFreq
 +
| tradeTags = Bionic, ImplantEmpireCommon
 +
| techHediffsTags = Advanced, ImplantEmpireCommon
 
}}
 
}}
The '''Circadian Assistant''' gives a pawn that's been implanted with it a bonus of -20% Rest fall rate.
+
The '''circadian assistant''' is an [[artificial body part]] that slows the rate at which pawns get [[Rest|tired]].
  
When a pawn with this implant is shocked with [[EMP]] they will receive [[Ailments#Brain shock|Brain shock]], knocking them unconscious temporarily.
+
== Acquisition ==
 +
{{Acquisition}}
  
==Acquisition==
+
Pawns from [[ancient shrine]]s may have this implant installed.
A circadian assistant is made with {{icon|plasteel|15}} [[Plasteel]] and {{icon|advcomponent|4}} [[advanced component]]s at the [[fabrication bench]], after the [[Research#Circadian Influence|Circadian Influencen]] research is completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require a [[Skills#Crafting |crafting skill]] of 8
 
  
Pawns from [[ancient danger]]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.
  
==Analysis==
+
When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock]], knocking them unconscious temporarily.
{{stub|section=1}}
+
 
 +
=== 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}}
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{{Nav|body parts|wide}}
 
+
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
[[Category: Royalty]]
 
[[Category: Medical Item]]
 
[[Category: Body Part]]
 

Latest revision as of 21:36, 25 September 2024

Circadian assistant

Circadian assistant

An artificial gland. Produces chemicals and nanomachines that clear toxin buildup from the brain.

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
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 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 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.

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.