Difference between revisions of "Sleep accelerator"

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== Analysis ==
 
== Analysis ==
 
{{stub|section=1|reason=Needs proper analysis with actual gained time for different bed qualities, as well as effects when combined with other sleep accelerating options such as bionics, circadians, etc.}}
 
{{stub|section=1|reason=Needs proper analysis with actual gained time for different bed qualities, as well as effects when combined with other sleep accelerating options such as bionics, circadians, etc.}}
When sleeping in a normal quality [[bed]], sleep accelerators will save 1.4 hours of sleep (5.8% of a day). In a masterwork bed, this is reduced to saving 1.25 hours (5.2% of a day). While this might seem paradoxical considering the accelerator's increased Rest Effectiveness, there is just less time in a single day to save.
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When sleeping in a normal quality [[bed]], sleep accelerators will save 1.4 hours of sleep (5.8% of a day). In a masterwork bed, this is reduced to saving 1.25 hours (5.2% of a day). While this might seem paradoxical considering the accelerator's increased Rest Effectiveness, there is just less time in a single day to save.  
  
The power draw is significant and spikes while colonists sleep. If a pawn sleeps for 6 hours a day and [[batteries]] are used, then an average of roughly '''{{#expr: (300*6/15) + 50}} W per day''' if said power is constantly supplied. Batteries will only store 50% of any excess power. So if [[solar generator]]s are used while colonists sleep at night, then more power is required, up to the upper limit of {{#expr: (300*6/12) + 50}} W per accelerator. <!-- 50 W all day. +300 W for 6 hours = 1800 W hr. Batts store 50% energy when stuff is offline. 6 hours online, (18 * 0.5) effective hours offline, or 15 effective hours a day. 1800 W hr / 15 hr = 120 W average, plus +50 W offline, assuming chemfuel generator.-->
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Consequently, other means of sleep reduction, like [[psychite tea]], [[bionic heart]]s, [[circadian assisant]]{{RoyaltyIcon}}, or the [[Genes#Low sleep|Low sleep]] gene{{BiotechIcon}}, will all reduce the relative impact of the sleep accelerator. However, with multiple means of sleep reduction, pawns will start to go "beyond" a 24 hour sleep cycle. In this scenario, setting their [[schedule]] to all Anything will reduce the time pawns travel to and from bed, increasing efficiency in a different way.
 +
 
 +
The power draw is significant and spikes while colonists sleep. If a pawn sleeps for 6 hours a day and [[batteries]] are used, then an average of roughly '''{{#expr: (300*6/15) + 50}} W per day''' if said power is constantly supplied. Batteries will only store 50% of any excess power. So if [[solar generator]]s are used while colonists sleep at night, then more power is required, up to the upper limit of {{#expr: (300*6/12) + 50}} W per accelerator. <!-- 50 W all day. +300 W for 6 hours = 1800 W hr. Batts store 50% energy when stuff is offline. 6 hours online, (18 * 0.5) effective hours offline, or 15 effective hours a day. 1800 W hr / 15 hr = 120 W average, plus +50 W all the time, assuming chemfuel generator.-->
  
 
Pawns in a [[double bed]] can share a sleep accelerator, so you may want to pair pawns up. Manipulating their actions, using the "Romance" option in the Social tab, and/or using the Word of Love [[psycast]] can all help power. If you're using solar generators, then you may want to have pawns sleep in the day in order to ignore the battery's 50% penalty and use the generator's full draw of power. If you are doing this, remember that [[light]] impacts both movement and work speed.
 
Pawns in a [[double bed]] can share a sleep accelerator, so you may want to pair pawns up. Manipulating their actions, using the "Romance" option in the Social tab, and/or using the Word of Love [[psycast]] can all help power. If you're using solar generators, then you may want to have pawns sleep in the day in order to ignore the battery's 50% penalty and use the generator's full draw of power. If you are doing this, remember that [[light]] impacts both movement and work speed.
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 +
Overall, the sleep accelerator is a consistent {{+|5%}} or so buff to a Transhumanist's work efficiency, once you can afford the resource and power cost. Once high [[expectations]] are met, Transhumanists will demand [[biosculpter pod#Age Reversal|age reversal]], which takes a minimum of 2.61 days/year, or 4.31% of the year when tuned in a [[sterile tile|sterile]] room. In a regular, clean room, this takes 3 days/year (5% of the year). Transhumanists also have access to the [[neural supercharger]], which is another power-hungry building that acts as a further increase to work.
  
 
== Version history ==
 
== Version history ==

Revision as of 02:16, 15 January 2023

Sleep accelerator

Sleep accelerator

A bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.

Base Stats

Type
BuildingMisc
Market Value
275 Silver [Note]
Mass
20 kg
HP
100
Flammability
70%

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
20%
Terrain Affordance
Light
Power
-400 W

Creation

Required Research
Microelectronics
Skill Required
Construction 8
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Steel 50 + Component 5
Deconstruct yield
Steel 25 + Component 2 - 3
Destroy yield
Steel 12 - 13 + Component 1 - 2
Technical
thingCategories
BuildingsMisc


A Sleep accelerator is miscellaneous building added by the Ideology DLC. It increases the rate at which a pawn sleeps, giving them a longer working day, in exchange for increasing the amount of nutrition they require and consuming power.

Acquisition

Sleep accelerators can be constructed once the Microelectronics research project has been completed. They require Steel 50 Steel, Component 5 Components, 6,000 ticks (1.67 mins) of work, and a Construction skill of 8. Sleep accelerators can only be constructed by colonists with an Ideoligion containing the Transhumanist meme.

Summary

Every valid placement and rotation of the sleep accelerator. Note that only one accelerator can be active for a bed.

Sleep accelerators can be installed to a bed, granting +35% Rest Effectiveness and +20% Hunger Rate Multiplier to the colonist sleeping in it for 400W power. Note that this Rest Effectivenes bonus is applied before the quality multiplier on Rest Effectiveness of the bed, that is the bonus is multiplied by the bed's quality Rest Effectiveness Factor. It is applied after the multiplier from being a bed being made of stone. It takes 50W power when it's not being used.

As noted by the description, the sleep accelerator must be placed adjacent to and facing the head of the targeted bed to have effect. More than one accelerator has no effect. A double or royal bed only requires a single accelerator to affect both pawns.

The following beds can utilize the sleep accelerator: Bed, Bedroll, Double bed, Double bedroll, Hospital bed, Royal bed, Slab bed, Slab double bed.

  • Bed Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Rest Effectiveness Bonus +30% +32% +35% +38% +40% +44% +56%
  • Nota bene: As the rest effectiveness bonuses apply to the bed before the bed's quality multiplier is applied, the exact bonus the sleep accelerator applies scales with the bed's quality.

    Pawns with a Transhumanist ideoligion will gain a +3 moodlet for 24 hours whenever they sleep with a sleep accelerator.

    Analysis

    When sleeping in a normal quality bed, sleep accelerators will save 1.4 hours of sleep (5.8% of a day). In a masterwork bed, this is reduced to saving 1.25 hours (5.2% of a day). While this might seem paradoxical considering the accelerator's increased Rest Effectiveness, there is just less time in a single day to save.

    Consequently, other means of sleep reduction, like psychite tea, bionic hearts, circadian assisantContent added by the Royalty DLC, or the Low sleep geneContent added by the Biotech DLC, will all reduce the relative impact of the sleep accelerator. However, with multiple means of sleep reduction, pawns will start to go "beyond" a 24 hour sleep cycle. In this scenario, setting their schedule to all Anything will reduce the time pawns travel to and from bed, increasing efficiency in a different way.

    The power draw is significant and spikes while colonists sleep. If a pawn sleeps for 6 hours a day and batteries are used, then an average of roughly 170 W per day if said power is constantly supplied. Batteries will only store 50% of any excess power. So if solar generators are used while colonists sleep at night, then more power is required, up to the upper limit of 200 W per accelerator.

    Pawns in a double bed can share a sleep accelerator, so you may want to pair pawns up. Manipulating their actions, using the "Romance" option in the Social tab, and/or using the Word of Love psycast can all help power. If you're using solar generators, then you may want to have pawns sleep in the day in order to ignore the battery's 50% penalty and use the generator's full draw of power. If you are doing this, remember that light impacts both movement and work speed.

    Overall, the sleep accelerator is a consistent +5% or so buff to a Transhumanist's work efficiency, once you can afford the resource and power cost. Once high expectations are met, Transhumanists will demand age reversal, which takes a minimum of 2.61 days/year, or 4.31% of the year when tuned in a sterile room. In a regular, clean room, this takes 3 days/year (5% of the year). Transhumanists also have access to the neural supercharger, which is another power-hungry building that acts as a further increase to work.

    Version history