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| techHediffsTags = Advanced, ImplantEmpireCommon
 
| techHediffsTags = Advanced, ImplantEmpireCommon
 
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The '''circadian half-cycler''' is an [[artificial body part]] that removes a pawns need to sleep at the cost of a permanent 15% [[Consciousness]] penalty.
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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 {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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{{stub|section=1}}
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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 {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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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 will be destroyed.
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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 1/3rd 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.
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Assuming a colonist sleeps for 8 hours, this implant allows them to work an additional 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. Also, remember that [[light|darkness]] will reduce work speed, even with a half-cycler, so you'll want to install [[light]]s around your base.
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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 Consciousness loss has a different effect on different work types.
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The consciousness loss has a different effect on different work types.
 
<br>'''Good:'''
 
<br>'''Good:'''
*'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality, so the extra time makes up.
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*Menial, quality-less tasks like Cooking, Research, Hauling, or Cleaning are done slower, but the extra time easily makes up for it.
*'''Cooking:''' Like above; [[food poisoning]] chance is not increased.
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**Does not increase [[food poisoning]] chance.
*'''Construction, Crafting, Art:''' 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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*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.
 
 
 
'''Mixed:'''
 
'''Mixed:'''
*'''Plants:''' Allows more plants to be grown/harvested, but lowers yield per plant. Bad when plant space is limited, good if not.
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*Plants and Mining Yield are lowered by Consciousness.
*'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores.
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**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.
 
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**Bad when plant space is limited, or when mining ores.
 
'''Bad:'''
 
'''Bad:'''
*'''Social, Animals:''' The half-cycler is of little help: trade is limited, prisoners and animals sleep. Lowered Consciousness means more failed attempts and higher prices.
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*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.
*'''Medical:''' Tends slower, with less quality, and have less successful surgeries. Tend speed is time-sensitive; speed is important, but you don't need to tend all the time.
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*Similarly, Medical pawns will tend slower, with less quality, and have less successful surgeries.
*'''Combat:''' Worse accuracy, will get injured more, and more likely to die from Consciousness loss. Being tired does not penalize combat, so the half-cycler is a pure negative.
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*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. You may want to use EMP anyway, and if it hits the half-cycler pawn, they'll be stuck downed.
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**[[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.
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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. A pawn that mostly does Crafting can also be your main Social pawn, for instance. Each case should be weighed individually.
 
 
 
===Synergy with Genes{{BiotechIcon}}===
 
Since the half-cycler removes the need for sleep, making any effect on [[Sleep Fall Rate]] irrelevant, it synergizes well with the [[genes#sleepy|Sleepy]] and [[genes#very sleepy|Very Sleepy]] genes. Both become essentially free negative genes, providing {{+|2}} and {{+|4}} metabolic efficiency respectively. This is perhaps not enough to make the whole implant worth it alone, but on any pawn who already has a half-cycler, this is a large, completely free, secondary benefit.
 
  
 
==Comparisons==
 
==Comparisons==
 
=== Comparison to reducing sleep ===
 
=== Comparison to reducing sleep ===
{{For|a full list of sleep required in various circumstances|Rest#Comparison tables}}
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{{Rewrite|section=1|reason=Update comparisons from table on [[Rest]]}}
Other than [[quick sleeper]], the following can decrease the time needed to sleep:
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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.  
*High [[quality]] beds, further improved with [[royal bed]]s
 
*Improvements to [[metabolism]] and [[blood pumping]] (like [[bionic stomach]]s, [[bionic heart]]s, and [[luciferium]])
 
*[[Drug]]s, like [[psychite tea]] and [[wake-up]].
 
*[[Sleep accelerator]]s.{{IdeologyIcon}}
 
*The [[Genes#Sleep|low sleep]] gene.{{BiotechIcon}}
 
And, of course, the [[circadian assistant]].
 
 
 
The following combinations warrant comparison:
 
 
 
'''Amazing Beds + Assistant''': In total, a masterwork bed + assistant reduce sleep to 5.04 hours - that's 21% of the day. A legendary royal bed + assistant reduces sleep to 3.96 hours (16.4% of the day). If you can easily create Masterwork/Legendary beds, such as with a [[Roles#Production specialist|Production Specialist]]{{IdeologyIcon}}, then the half-cycler can end up a ''negative'' to work compared to a circadian assistant.
 
 
 
'''Excellent Beds + Sleep Accelerator'''{{IdeologyIcon}}: An excellent bed + sleep accelerator reduces sleep to 5.1 hours (21.2% of the day). A legendary royal bed + accelerator reduces sleep to 3.75 hours (15.6% of the day). Note that the accelerator does cost a fair bit of hunger and power, and is only available if you have a pawn with a [[Ideoligions#Transhumanist|Transhumanist]] ideoligion.
 
 
 
'''Just Low Sleep'''{{BiotechIcon}}: On a normal bed, low sleep alone reduces sleep to 3.43 hours (14.26% of the day). As the half-cycler reduces practically all work by -15%, this gene is a flat out improvement. The gene comes at the cost of -4 Metabolic Efficiency, which must either be compensated with bad genes, or increase hunger by up to x200%. [[Sanguophage]]s already come with Low Sleep - installing a half-cycler is a net negative to them.
 
  
In all 3 cases, the pawn can still receive a bed's comfort, Lovin', and the Impressive Bedroom moodlets. These scenarios can be further improved with any of the other methods listed above. However, they'll have to walk to and from the bedroom/barracks, which is a minor time loss.
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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{{BiotechIcon}}===
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===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 ''[[genes#Archite metabolism|archite metabolism]]'' to even be used at all. It takes a large amount of negatives to negate the penalty, or 2 [[archite capsule]]s for the aforementioned metabolism gene.
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{{Biotech|section=1}}  
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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/bought. You must also obtain a genepack to compensate for metabolism. Alternatively, you can start with a [[xenotype]] with the gene - this still comes at the genetic cost.
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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]]

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