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
thingCategories
BuildingsMisc


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 colonists/slaves with an Ideoligion containing the Transhumanist meme. They can also be built by a constructoid,Content added by the Biotech DLC even if its mechanitor follows a different ideoligion, but placing down the blueprint requires a Transhumanist colonist or slave in the colony.

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. If it loses power it will maintain the charge it had and continue charging where it was or retain the charge after being powered again, the same applies for reinstalling. 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 provides a +10% buff to many types of work a colonist can do, and the learning boost is helpful for gaining and maintaining a high skill level. This comes at the cost of hunger and resources. The hunger cost is usually neglible - in most biomes, it is simple to grow more crops to compensate, with the colony-wide buff generally making up for the increased growing work. Transhumanist colonies can also use a nutrient paste dispenser to go net positive on food compared to simple meals, at the cost of the fine meal buff. However, it costs a lot of resources, particularly components, to give every colonist a neural supercharger, so superchargers should be built after weapons, defenses, and general appliances / power supply are handled. Superchargers should typically be built before sleep accelerators due to the greater impact of its buff.

Superchargers require a Transhumanist pawn somewhere in the colony. In addition, the Transhumanist needs enough Construction skill unless a constructoidContent added by the Biotech DLC is available. If the colony's main ideoligion isn't Transhumanist, note that the ancients faction will always have a Transhumanist ideoligion, so farming ancient dangers can be a good way to access a colonist of that meme. Also note that having a pawn of different ideoligion may clash with diversity of thought precepts, although it is possible to imprison the transhumanist after the buildings are built to remove the bigotry penalty. An alternative is to use a fluid ideoligion.

Transhumanist pawns will demand supercharges starting at moderate expectations (80,000 colony wealth), making it an obvious choice to build for them when near or at that threshold.

Version history[edit]