Glucosoid pump

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Glucosoid pump

Glucosoid pump

This device allows a deathrester to move faster after deathrest is complete. It pumps the body with extra muscle-signaling factors while cleaning waste products from muscle tissue. The effect lasts until the individual deathrests again. It must be connected to a deathrest casket to function. This building must consume hemogen to function.

Base Stats

Type
BuildingMisc
Market Value
515 Silver [Note]
Mass
50 kg
Beauty
0
HP
200
Flammability
40%
Path Cost
42

Building

Size
1 × 2
Minifiable
True
Placeable
True
"PassThroughOnly" is not in the list (impassable, pass through only, standable) of allowed values for the "Passability" property.
Passability
PassThroughOnly
Cover Effectiveness
40%
Blocks Wind
False
Terrain Affordance
Light
Power
-100 W

Creation

Required Research
Deathrest
Skill Required
Construction 4
Work To Make
4,000 ticks (1.11 mins)
Resources to make
Steel 150 + Component 6 + Hemogen pack 5
Deconstruct yield
Steel 75 + Component 3 + Hemogen pack 2 - 3
Destroy yield
Steel 37 - 38 + Component 1 - 2 + Hemogen pack 1 - 2

The glucosoid pump is a building added by the Biotech DLC that increases the move speed of deathresters.

Acquisition

Glucosoid pumps can be constructed once the Deathrest research project has been completed. Each requires Steel 150 Steel, Component 6 Components, Hemogen pack 5 Hemogen packs, 4,000 ticks (1.11 mins) of work, and a Construction skill of 4.

Summary

Active glucosoid pumps require a pawn capable of deathrest, and must be connected to a deathrest casket. As a pawn deathrests, it consumes 100 W of power and ? hemogen packs per day. A functional glucosoid pump grants 1 stack of Glucosoid Rush after a pawn wakes from a non-interrupted deathrest. Up to 4 glucosoid pumps can be connected at a time.

Glucosoid Rush
"Move speed is increased because this person used a glucosoid pump while deathresting. This effect lasts until the next deathrest."

  • Move speed multiplied by 1.12.
  • Multiplied by severity (e.g. 2 pumps = x1.24 movement)

Like other deathrest buildings, a glucosoid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own separate limit to the buildings they can connect to, which can be increased with a deathrest capacity serum.

Analysis

As with all other deathrest machines, these cost a non-negligible amount of steel and components. Consider holding off on building them until you are more well established and are able to produce steel and components reliably with deep drills and fabrication benches.

They also do not consume power while idling, unlike their contemporaries such as sleep accelerators. Hence, they can be left idle without consequence.

For working deathresters, increased movement speed can improve the efficiency of movement heavy jobs, and the low power and resource cost for a late game colony makes it cost effective. Compared to deathrest accelerators, the accelerators provide less time where the pawn is useless, while pumps optimize the time a deathrester spends awake. An single accelerator removes 0.6 of a day off of deathrest, while two remove 1.1 days. To compare, a sanguophage that sleeps in a normal quality bed with no other factors sleeps an average of 3.42 hours a day. So, for the 30 days of deathrest, not considering that sleep can be satisfied during deathrest due to the micromanaging necessary to accomplish such, they are awake and moving for 25.675 days. Multiplied by 1.12, if a sanguophage did nothing but move they would effectively have an extra 3.081 days of movment, compared to the 0.6 days saved resting. However, the most dangerous part of deathrest is that one of your most powerful combatants is inactive while resting, and even slightly decreasing the time where you are more vulnerable to raids is most likely worth the slight efficacy decrease.

As pumps increase move speed directly and do not affect moving, and thus melee dodge chance, their usefulness in combat is questionable, as Longjump is far better at closing distances. However, even with the Very Fast Runner gene sanguophages start with, they are slower than normal humans by 0.1c/s in sunlight due to their UV Sensitivity, which will be further affected by the armor they are most likely wearing. This slight movement difference can make it more difficult to kite and possibly allow for the sanguophage to be overwhelmed in melee, a sunlight affected sanguophage wearing all three pieces of flak armor up moves at 4.176c/s, but even a single pump will bring that to slightly above base move speed, at 4.67712.

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