Difference between revisions of "Circadian half-cycler"

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Brain shock can be used to immediately end a berserk pawn's [[mental break]] safely and quickly, by equipping another pawn with [[EMP grenades]] and targeting the pawn with the half-cycler.
 
Brain shock can be used to immediately end a berserk pawn's [[mental break]] safely and quickly, by equipping another pawn with [[EMP grenades]] and targeting the pawn with the half-cycler.
  
===Effect on Work===
+
===Effect on work===
 
<!---Full list of work and how its affect is needed
 
<!---Full list of work and how its affect is needed
  
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*Social pawns and animal handlers will perform worse, with more failed attempts and higher prices.  
 
*Social pawns and animal handlers will perform worse, with more failed attempts and higher prices.  
 
*Combat pawns will have lower DPS, get injured more and are slightly more likely to die by consciousness loss. Additionally the risk of Brain shock means that supporting melee pawns with [[EMP]] weapons is no longer an option against [[mechanoids]]
 
*Combat pawns will have lower DPS, get injured more and are slightly more likely to die by consciousness loss. Additionally the risk of Brain shock means that supporting melee pawns with [[EMP]] weapons is no longer an option against [[mechanoids]]
===Effect on Mood===
+
 
 +
===Effect on mood===
 
It has the rather unfortunate side effect of depriving pawns installed with it of lovin' since it is only initiated while sleeping. Additionally, the pawn will not gain the mood bonus from having a nice bedroom. Both factors can significantly improve the [[mood]] of colonists, and loss of them can be significant.
 
It has the rather unfortunate side effect of depriving pawns installed with it of lovin' since it is only initiated while sleeping. Additionally, the pawn will not gain the mood bonus from having a nice bedroom. Both factors can significantly improve the [[mood]] of colonists, and loss of them can be significant.
 
===Comparisons===
 
===Comparisons===

Revision as of 04:06, 27 February 2021

Circadian half-cycler

Circadian half-cycler

A signal redirector which isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working half a brain causes a reduction in consciousness.

Base Stats

Type
Medical ItemsBody Parts
Market Value
1030 Silver [Note]
Mass
4 kg
HP
50
Flammability
100%

Creation

Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4

The Circadian Half-Cycler gives a pawn that's been implanted with it the ability to never sleep again! At the cost of -15% consciousness.

When a pawn with this implant is shocked with EMP they will receive Brain shock, knocking them unconscious temporarily.

Acquisition

They require a crafting skill of 8. CircadianInfluence

Analysis

The lack of need to sleep allows you to have about 50% more time for a colonist to do productive work, offsetting the productivity loss from lowered consciousness. Great for craftspeople, or to some extent researchers. Not needing bedrooms can also be an important space saving measure in very large colonies, however keep in mind that non-Ascetic nobles will still want a bedroom that meets their needs.

Brain shock can be used to immediately end a berserk pawn's mental break safely and quickly, by equipping another pawn with EMP grenades and targeting the pawn with the half-cycler.

Effect on work

Not recommended on colonists whose consciousness can greatly affect their performance, such as doctors or marksmen. Capacities are key factors in a pawn's Stats. A pawn's Consciousness directly affects Eating, Manipulation, Moving and Talking capacities and all 5 directly affect many different stats. See their pages for full details. The result is some pawns are affected more than others, and that some pawns only have the time it takes to complete their work increased (which is offset by having more time to work) while some pawns have the quality of their work decreased (which is not).

  • Crafters and constructors will take longer but produce the same Quality items and structures meaning the decrease will be more than offset by the increased work time, but some lower skilled constructors will fail to construct more.
  • Social pawns and animal handlers will perform worse, with more failed attempts and higher prices.
  • Combat pawns will have lower DPS, get injured more and are slightly more likely to die by consciousness loss. Additionally the risk of Brain shock means that supporting melee pawns with EMP weapons is no longer an option against mechanoids

Effect on mood

It has the rather unfortunate side effect of depriving pawns installed with it of lovin' since it is only initiated while sleeping. Additionally, the pawn will not gain the mood bonus from having a nice bedroom. Both factors can significantly improve the mood of colonists, and loss of them can be significant.

Comparisons

A high quality royal bed, improvements to Metabolism and Blood Pumping such as Bionic stomachs and bionic hearts, and of course the [[Circadian assistant all affect a pawn's need for rest.