Difference between revisions of "Circadian half-cycler"

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{{Royalty}}{{Stub}}{{infobox main|
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{{Royalty}}{{infobox main|
 
| name = Circadian half-cycler
 
| name = Circadian half-cycler
 
| image = Health item bionic.png|Circadian half-cycler
 
| image = Health item bionic.png|Circadian half-cycler
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| techHediffsTags = Advanced, ImplantEmpireCommon
 
| techHediffsTags = Advanced, ImplantEmpireCommon
 
}}
 
}}
The '''Circadian Half-Cycler''' gives a pawn that's been implanted with it the ability to never sleep again! At the cost of -15% [[consciousness]].
+
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.
 
 
When a pawn with this implant is shocked with [[EMP]] they will receive [[brain shock]], knocking them unconscious temporarily.
 
  
 
== Acquisition ==
 
== Acquisition ==
Line 30: Line 28:
  
 
== Summary ==
 
== Summary ==
{{stub|section=1}}
+
A circadian half-cycler is installed in the brain and removes the [[Sleep]] need entirely. [[Consciousness]] is reduced by 15%, which itself reduces work-related stats like [[Moving]] and [[Manipulation]], as well as [[Eating]] and [[Talking]].
Summary stuff goes here
+
 
 +
When a pawn with this implant is shocked with [[EMP]], they will receive [[brain shock]], knocking them unconscious temporarily.
  
 
=== Installation ===
 
=== Installation ===
{{stub|section=1}}
+
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.
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 ?? 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.
  
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
+
If the operation fails, the part will be destroyed.
  
 
== Analysis ==
 
== Analysis ==
The lack of need to sleep allows you to have colonists working for an additional of the day (if they sleep 8 hours), offsetting the productivity loss from lowered consciousness. Great for craftspeople, or to some extent researchers.
+
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.
Not needing bedrooms can also be an important space saving measure in very large colonies, however keep in mind that non-[[ascetic]] [[noble]]s will still want 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. 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.
 +
 
 +
===Work===
 +
The Consciousness loss has a different effect on different work types.
 +
<br>'''Good:'''
 +
*'''Research, Hauling, Cleaning:''' All these tasks are done slower, but have no quality, so the extra time makes up.
 +
*'''Cooking:''' Like above; [[food poisoning]] chance is not increased.
 +
*'''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.
 +
 
 +
'''Mixed:'''
 +
*'''Plants:''' Allows more plants to be grown/harvested, but lowers yield per plant. Bad when plant space is limited, good if not.
 +
*'''Mining:''' Good for mining regular rock or [[deep drill]]ing, bad for mining ores.
 +
 
 +
'''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.
 +
*'''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.
 +
*'''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.
 +
**[[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.
 +
 +
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==
 +
=== Comparison to reducing sleep ===
 +
{{For|a full list of sleep required in various circumstances|Rest#Comparison tables}}
 +
Other than [[quick sleeper]], the following can decrease the time needed to sleep:
 +
*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:
  
Brain shock can be used to immediately end a berserk pawn's [[mental break]] safely and quickly, by equipping another pawn with [[EMP grenades]] and targeting the pawn with the half-cycler.
+
'''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.
  
Putting the pawn on [[luciferium]] can partially make up for the consciousness loss, with the two combined resulting in only a 5% consciousness loss.  
+
'''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.
  
=== Effect on work ===
+
'''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.
<!---Full list of work and how its affect is needed
 
* '''Animals:'''
 
* '''Artistic:'''
 
* '''Construction:'''
 
* '''Cooking:'''
 
* '''Crafting:'''
 
* '''Medical:'''
 
* '''Melee:'''
 
* '''Mining:'''
 
* '''Intellectual:'''
 
* '''Plants:'''
 
* '''Shooting:'''
 
* '''Social:'''
 
* '''Dumb labor:'''
 
--->
 
Not recommended on colonists whose consciousness can greatly affect their performance, such as doctors or marksmen. [[capacity|Capacities]] are key factors in a pawn's [[stat]]s. A pawn's [[consciousness]] directly affects [[eating]], [[manipulation]], [[moving]] and [[talking]] capacities and all five directly affect many different stats. See their pages for full details. The result is some pawns are affected more than others, and that some pawns only have the time it takes to complete their work increased (which is offset by having more time to work) while some pawns have the quality of their work decreased (which is not).
 
* Crafters and constructors will take longer but produce the same [[Quality]] items and structures meaning the decrease will be more than offset by the increased work time, but some lower skilled constructors will [[Construct Success Chance|fail to construct]] more.
 
*Social pawns and animal handlers will perform worse, with more failed attempts and higher prices.
 
*Combat pawns will have lower DPS, get injured more and are slightly more likely to die by consciousness loss. Additionally, the introduced risk of Brain Shock means that supporting melee pawns with [[EMP]] weapons is no longer an option against [[mechanoids]].
 
  
=== Effect on mood ===
+
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.
It has the rather unfortunate side effect of depriving pawns installed with it of lovin' since it is only initiated while sleeping. Additionally, the pawn will not gain the mood bonus from having a nice bedroom or the comfort bonus from a nice bed. These factors can significantly improve the [[mood]] of colonists, and loss of them can be significant.
 
  
=== Comparisons ===
+
===Comparison to Never Sleep{{BiotechIcon}}===
{{Rewrite|section=1|reason=Update comparisons from table on [[Rest]]}}
+
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.
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.  
 
  
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.
+
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.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

Latest revision as of 06:33, 18 March 2024

Circadian half-cycler

Circadian half-cycler

A signal redirector which isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working half a brain causes a reduction in consciousness.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver [Note]
Mass
4 kg
HP
50
Flammability
100%

Creation

Crafted At
Fabrication bench
Required Research
Circadian influenceTechprint
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
Advanced, ImplantEmpireCommon
tradeTags
Bionic, ImplantEmpireCommon


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.

Acquisition[edit]

Circadian half-cyclers 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 Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

Summary[edit]

A circadian half-cycler is installed in the brain and removes the Sleep need entirely. Consciousness is reduced by 15%, which itself reduces work-related stats like Moving and Manipulation, as well as Eating and Talking.

When a pawn with this implant is shocked with EMP, they will receive brain shock, knocking them unconscious temporarily.

Installation[edit]

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 will be destroyed.

Analysis[edit]

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.

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 nobles still desire a bedroom that meets their needs. Also, remember that darkness will reduce work speed, even with a half-cycler, so you'll want to install lights around your base.

Work[edit]

The Consciousness loss has a different effect on different work types.
Good:

  • Research, Hauling, Cleaning: All these tasks are done slower, but have no quality, so the extra time makes up.
  • Cooking: Like above; food poisoning chance is not increased.
  • 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.

Mixed:

  • Plants: Allows more plants to be grown/harvested, but lowers yield per plant. Bad when plant space is limited, good if not.
  • Mining: Good for mining regular rock or deep drilling, bad for mining ores.

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.
  • 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.
  • 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.
    • 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.

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 GenesContent added by the Biotech DLC[edit]

Since the half-cycler removes the need for sleep, making any effect on Sleep Fall Rate irrelevant, it synergizes well with the Sleepy and 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[edit]

Comparison to reducing sleep[edit]

Other than quick sleeper, the following can decrease the time needed to sleep:

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 Production SpecialistContent added by the Ideology DLC, then the half-cycler can end up a negative to work compared to a circadian assistant.

Excellent Beds + Sleep AcceleratorContent added by the Ideology DLC: 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 Transhumanist ideoligion.

Just Low SleepContent added by the Biotech DLC: 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%. Sanguophages 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.

Comparison to Never SleepContent added by the Biotech DLC[edit]

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 2 archite capsules for the aforementioned 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.