Neural supercharger

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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


The neural supercharger is a 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 hunger cost is usually negligible, with the more important costs of the building being power and resources. If these costs can be afforded, the neural supercharger is a practically free boost to worker speed. However, it requires a pawn with the Transhumanist meme to build, which is not trivial if your colony did not start with it.

  • Starting with the Transhumanist meme comes with some downsides, due to the demand for age reversal at high wealth, as well as the food/energy/construction costs of the supercharger and related sleep accelerator. The food cost can be mitigated with a nutrient paste dispenser.
    • Once age reversal is demanded, the age reversal will take 4.35% - 6% of a colonist's year doing nothing. The benefit from supercharger + sleep accelerator will send up saving more time than is spent in the age reversal.
  • If you did not start with the Transhumanist meme, it is still possible to build superchargers: either with a Fluid ideoligion, or by recruiting a pawn with an ideoligion with the meme. For the latter, it is possible to set other ideologies to start with Transhumanist.

Version history[edit]