Editing Circadian half-cycler
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| techHediffsTags = Advanced, ImplantEmpireCommon | | techHediffsTags = Advanced, ImplantEmpireCommon | ||
}} | }} | ||
− | The ''' | + | The '''Circadian Half-Cycler''' gives a pawn that's been implanted with it the ability to never sleep again, at the cost |
== Acquisition == | == Acquisition == | ||
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=== Installation === | === Installation === | ||
− | Installing the part requires {{ | + | {{stub|section=1}} |
+ | Installing the part requires {{ticks|2500}} of work, 2x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | Removing the part requires {{ | + | Removing the part requires {{ticks|2500}} of work, 1x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. |
− | If the operation fails, the part | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
== Analysis == | == Analysis == | ||
− | Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional | + | Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional ⅓ of the day, and saves space on a bedroom. Even with the consciousness loss, this makes pawns have more work time, and thus better for many tasks. This assumes you don't have many sleep reducers; see [[#Comparison to reducing sleep]] for details on that. |
− | An unfortunate side effect of the half-cycler is [[mood]]. No sleep will prevent Lovin' entirely, remove the moodlet from an impressive bedroom, and deprive a pawn of a bed's [[Comfort]] level. An [[armchair]] can provide comfort for crafter-type pawns, but all these mood-increasers are quite significant. Non-ascetic [[noble]]s still desire a bedroom that meets their needs | + | An unfortunate side effect of the half-cycler is [[mood]]. No sleep will prevent Lovin' entirely, remove the moodlet from an impressive bedroom, and deprive a pawn of a bed's [[Comfort]] level. An [[armchair]] can provide comfort for crafter-type pawns, but all these mood-increasers are quite significant. Non-ascetic [[noble]]s still desire a bedroom that meets their needs. |
===Work=== | ===Work=== | ||
− | The | + | The consciousness loss has a different effect on different work types. |
<br>'''Good:''' | <br>'''Good:''' | ||
− | * | + | *Menial, quality-less tasks like Cooking, Research, Hauling, or Cleaning are done slower, but the extra time easily makes up for it. |
− | * | + | **Does not increase [[food poisoning]] chance. |
− | * | + | *Crafters, Artists, and Constructors will produce the same-[[quality]] items, so the extra time is a net positive. Note that low-skill construction is more likely to fail. |
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'''Mixed:''' | '''Mixed:''' | ||
− | * | + | *Plants and Mining Yield are lowered by Consciousness. |
− | + | **Good when plant space isn't an issue, or when mining at rock. Deep drilling yield is reduced, but as it takes so much time, the half-cycler often helps anyways. | |
− | + | **Bad when plant space is limited, or when mining ores. | |
'''Bad:''' | '''Bad:''' | ||
− | * | + | *Social pawns and Animal handlers will perform worse, with more failed attempts and higher prices. As [[animal]]s and [[prisoner]]s sleep, while [[trade]] is inheriently limited, the half-cycler has little benefit. |
− | * | + | *Similarly, Medical pawns will tend slower, with less quality, and have less successful surgeries. |
− | * | + | *Combat or Hunting pawns are less accurate, will get injured more, and are slightly more likely to die by Consciousness loss. |
− | **[[EMP]] also becomes harder to use due to Brain Shock. | + | **[[EMP]] also becomes harder to use due to Brain Shock. It may be wiser to EMP [[mechanoid]]s anyway, losing a combatant in the process. |
− | + | Of course, pawns can be good at multiple work tasks. For example, a pawn that mostly does Crafting can also be your main Social pawn; independent cases should be weighed differently. | |
− | Of course, pawns can be good at multiple work tasks. | ||
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==Comparisons== | ==Comparisons== | ||
=== Comparison to reducing sleep === | === Comparison to reducing sleep === | ||
− | {{ | + | {{Rewrite|section=1|reason=Update comparisons from table on [[Rest]]}} |
− | + | A high quality [[royal bed]], improvements to [[metabolism]] and [[blood pumping]] such as [[bionic stomach]]s and [[bionic heart]]s, and of course the [[circadian assistant]] all affect a pawn's need for rest. | |
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− | + | A bionic stomach and heart increase the [[Rest Rate Multiplier]] to 111%, a legendary [[quality]] royal bed provides 168% [[rest effectiveness]], and the circadian assistant decreases [[rest fall rate]] by 20%. Thus, they can reduce the required sleep down to 43%. [[Luciferium]] further improves the rest rate multiplier to 126%, and the required sleep down to 38%. Thus, the circadian half-cycler gives the pawn approximately an 4-4.5 hours of working time compared to an optimum sleeping set up, at the expense of the consciousness penalty, the loss of impressive bedroom, comfort the loss and lovin' mood buffs. The effect of the consciousness loss means that a pawn with a half-cycler will work slower, losing work progress approximately equivalent to 2 hours compared to a regular pawn over the course of the day. | |
− | ===Comparison to Never Sleep{{ | + | ===Comparison to Never Sleep=== |
− | The '''never sleep''' [[gene]] will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or '' | + | {{Biotech|section=1}} |
+ | The '''never sleep''' [[gene]] will completely prevent sleep with no Consciousness loss. However, with a metabolic efficiency of -6, it requires negative genes or ''archite metabolism'' to even be used at all. It takes a large amount of negatives to negate the penalty, or [[archite capsule]]s for the aformentioned metabolism gene. | ||
− | Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found | + | Never sleep is not found in any of the default [[xenohumans]], so a [[genepack]] must be found, both for the sleep gene and whatever you're using to compensate. Alternatively, you can start with the gene, which still comes at the genetic cost. |
{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] |