Circadian assistant
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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 decreases the amount of sleep required by a pawn.
Acquisition
Circadian assistants can be crafted at a Fabrication bench once the Circadian influence research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require 15 Plasteel, 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.
Pawns from ancient shrines may have this implant installed.
Summary
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An installed circadian assistant decreases Rest Fall Rate by −20%. This does not equal 20% less sleep. See Sleep Saved for the exact details.
When a pawn with this implant is shocked with EMP, they will receive brain shock, knocking them unconscious temporarily.
Installation
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 has a chance[What Chance?] to be destroyed.
Analysis
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.
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 per 24 hour cycle.
- 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 per 24 hour cycle.
This means that, in a normal bed, the circadian assistant will actually decrease sleep by ×94.08%, or about 1.06 hours per day - rather than the expected 80%. Increasing Rest Effectiveness or Rest Rate Multiplier will actually lower the relative time savings of the circadian assistant. For example, a quick sleeper with a circadian assistant would end up increasing awake time by ×104.5%, saving about 0.853 hours per 24-hour day.
For comparison, bionic arms and bionic legs increase Manipulation or Moving by +12.5%, per part, which increase work speed / travel time 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.
Notes
Despite its description, it does nothing to mitigate toxic buildup.