Difference between revisions of "Neural supercharger"

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{{Ideology}}
 
{{Ideology}}
{{stub}}
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{{Infobox main|misc
{{infobox main|misc|
 
 
| name = Neural supercharger
 
| name = Neural supercharger
| image = Neural supercharger.png|Neural supercharger
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| image = Neural supercharger.png
|imagesize = 45px
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| imagesize = 45px
| description =
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| description = A neuron-sensitizing device that can deliver one neural supercharge each day. A person with a neural supercharge will think and learn faster, but will also consume more food. The effect wears off in one day. Neural superchargers consume a lot of electricity.
| type = Miscellaneous
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| type = Building
| type2 =  
+
| type2 = Ideology (Buildings)
| placeable = Yes
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| placeable = true
| size =
+
| path cost = 42
| hp =  
+
| passability = pass through only
| flammability =  
+
| cover = 0.25
| cover =  
+
| minifiable = true
| power =  
+
| size = 1 ˣ 3
| beauty =  
+
| mass base = 20
| stuff tags =  
+
| flammability = 0.3
| work to make =  
+
| hp = 100
| resource 1 =  
+
| sell price multiplier = 0.7
| resource 1 amount =  
+
| power = -400
| resource 2 =  
+
| terrain affordance = light
| resource 2 amount =  
+
| research = neural supercharger
| resource 3 =  
+
| thingCategories = BuildingsMisc
| resource 3 amount =  
+
| work to make = 6000
| resource 4 =  
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| resource 1 = Steel
| resource 4 amount =
+
| resource 1 amount = 50
| deconstruct yield =
+
| resource 2 = Component
| skill 1 =  
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| resource 2 amount = 4
| skill 1 level =  
 
| mass base =  
 
| thingCategories =  
 
 
| page verified for version = 1.3.3069
 
| page verified for version = 1.3.3069
 
}}
 
}}
A '''Neural supercharger''' is added by the [[Ideology DLC]]. It needs to be charged for 24 hours. After being charged a colonist can use the device, granting them +10% consciousness, +20% hunger rate, and +25% global learning factor
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The '''neural supercharger''' is a [[misc]] building added by the [[Ideology DLC]]. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food. 
  
==Acquisition==
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== Acquisition ==
A Neural Supercharger can be built with {{icon|metal|50}} and {{icon|component|4}} after unlocking the [[Research#Neural_supercharger|Neural Supercharger]] research. A Neural Supercharger must be built by a colonist with a Transhumanist [[Ideoligion]]
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{{Acquisition}} Neural superchargers can only be constructed by a colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.
  
==Summary==
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== Summary ==
<If necessary>
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{{Stub|section=1|reason=General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc}}
 +
{{Quote|An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.|'''Neural supercharge definition'''}}
  
==Analysis==
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Once connected to power, the neural supercharger will begin to charge. It needs to be charged for {{Ticks|60000}} or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for {{Ticks|60000}} or 24 in-game hours, with the following effects:
?
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* {{+|10%}} [[Consciousness]]
==Version History==
+
* {{+|25%}} [[Global Learning Factor]]
 +
* {{++|20%}} [[Hunger Rate Factor]]
 +
 
 +
Note that both the charge time and hediff duration is the same - thus a single supercharger can keep a single pawn almost permanently supercharged, minus travel time.
 +
 
 +
If colony [[expectations]] are at Moderate (80,000 colony [[wealth]]) or higher, then those believing in a [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff.
 +
 
 +
=== Impacts ===
 +
+10% Consciousness equates to +10% [[Manipulation]], [[Eating]], and [[Talking]]. If Consciousness is below 100%, then this boost also increases [[Moving]].
 +
 
 +
Manipulation in particular affects a wide variety of stats and work types, such as Crafting, Construction, Plants, and Medical. Not only will the boost make each job 10% faster, but it will also increase plant yield and medical tend quality. For a full list of affected stats, see their individual pages.
 +
 
 +
== Analysis ==
 +
{{Stub|section=1|reason= Over focused on transhumanist colonies but not only available to them, also needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect rather than assuming a TH colony must have them and not considering whether its worth a non-TH getting them}}
 +
The neural supercharger, along with the [[sleep accelerator]] and [[biosculpter pod]], are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.
 +
 
 +
The hunger cost is usually negligible, able to be countered in many [[biome]]s by simply growing more food. If you're using a [[nutrient paste dispenser]], then a neural super-charged pawn still consumes less food than a regular pawn eating [[simple meal]]s.
 +
 
 +
Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W of power and {{Required Resources}}, it can take a lot of power to run a transhumanist colony. Pawns will also enjoy having a sleep accelerator, which consumes another {{Required Resources|Sleep accelerator}}, and 350 W when sleeping. Constructing both buildings, and the [[generator]]s required to run them, will also increase colony [[wealth]] by a fair amount.
 +
 
 +
Once you reach high expectations, Transhumanist pawns will start demanding [[biosculpter pod#Age_reversal|age reversal]]. In addition to building the pod, this will take an absolute minimum of 2.61 days of a pawn's time per year, assuming the pod is in a [[sterile tile|sterile]] room. With 4.35% - 6% of their year stuck in age reversal, the supercharger + sleep accelerator still ends up being a net positive in work - just a costly one.
 +
 
 +
Once you can afford the costs of all 3 buildings, both the supercharger and the sleep accelerator are free buffs to pawn work speed.
 +
 
 +
For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.
 +
 
 +
== Version history ==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
{{nav|misc|wide}}
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* [[Version/1.3.3101|1.3.3101]] - can now be walked through.
[[Category:Miscellaneous]]
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* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42.
 +
 
 +
{{Nav|ideology|wide}}
 +
[[Category:Ideology (Buildings)]]

Latest revision as of 12:16, 27 September 2024

Neural supercharger

Neural supercharger

A neuron-sensitizing device that can deliver one neural supercharge each day. A person with a neural supercharge will think and learn faster, but will also consume more food. The effect wears off in one day. Neural superchargers consume a lot of electricity.

Base Stats

Type
BuildingIdeology (Buildings)
Market Value
245 Silver [Note]
Mass
20 kg
HP
100
Flammability
30%
Path Cost
42 (24%)

Building

Size
1 × 3
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
25%
Terrain Affordance
Light
Power
-400 W

Creation

Required Research
Neural supercharger
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Steel 50 + Component 4
Deconstruct yield
Steel 25 + Component 2
Destroy yield
Steel 12 - 13 + Component 1
Technical
thingCategories
BuildingsMisc


The neural supercharger is a misc building added by the Ideology DLC. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food.

Acquisition[edit]

Neural superchargers can be constructed once the neural supercharger research project has been completed. Each requires Steel 50 Steel, Component 4 Components and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder. Neural superchargers can only be constructed by a colonist with an Ideoligion containing the Transhumanist meme.

Summary[edit]

An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.

— Neural supercharge definition

Once connected to power, the neural supercharger will begin to charge. It needs to be charged for 60,000 ticks (16.67 mins) or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for 60,000 ticks (16.67 mins) or 24 in-game hours, with the following effects:

Note that both the charge time and hediff duration is the same - thus a single supercharger can keep a single pawn almost permanently supercharged, minus travel time.

If colony expectations are at Moderate (80,000 colony wealth) or higher, then those believing in a Transhumanist ideoligion will receive −6 Want neural supercharge if not currently affected by its hediff.

Impacts[edit]

+10% Consciousness equates to +10% Manipulation, Eating, and Talking. If Consciousness is below 100%, then this boost also increases Moving.

Manipulation in particular affects a wide variety of stats and work types, such as Crafting, Construction, Plants, and Medical. Not only will the boost make each job 10% faster, but it will also increase plant yield and medical tend quality. For a full list of affected stats, see their individual pages.

Analysis[edit]

The neural supercharger, along with the sleep accelerator and biosculpter pod, are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.

The hunger cost is usually negligible, able to be countered in many biomes by simply growing more food. If you're using a nutrient paste dispenser, then a neural super-charged pawn still consumes less food than a regular pawn eating simple meals.

Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W of power and Steel 50 Steel, Component 4 Components, it can take a lot of power to run a transhumanist colony. Pawns will also enjoy having a sleep accelerator, which consumes another Steel 50 Steel, Component 5 Components, and 350 W when sleeping. Constructing both buildings, and the generators required to run them, will also increase colony wealth by a fair amount.

Once you reach high expectations, Transhumanist pawns will start demanding age reversal. In addition to building the pod, this will take an absolute minimum of 2.61 days of a pawn's time per year, assuming the pod is in a sterile room. With 4.35% - 6% of their year stuck in age reversal, the supercharger + sleep accelerator still ends up being a net positive in work - just a costly one.

Once you can afford the costs of all 3 buildings, both the supercharger and the sleep accelerator are free buffs to pawn work speed.

For colonies without the Transhumanist meme, a person who follows an ideoligion with the meme can be recruited and can build it.

Version history[edit]