RimWorld

RimWorld

Fyredrakon Aug 4, 2021 @ 5:58pm
Circadian half-cycler + neural supercharge on a maxxed pawn(bionics and the sort)
So looking purely at the pawn stats, the 95% consciousness (-15 from cycler and +10 from super charge) compared to the 110, global work speed and general labor speed vary by GWS: 225% and GLS: 310% without the cycler. WIth the cycler I get GWS: 225% and GLS: 268%. So with the cycler I lose ~16% general labor speed.
The other option is a circadian assistant, which makes rest need fall faster. They rest 71% faster than normal.
Any suggestions on which is better? Most important thing is overall work:day ratio.
Last edited by Fyredrakon; Aug 4, 2021 @ 6:11pm
< >
Showing 1-7 of 7 comments
UNSCfighter Aug 4, 2021 @ 6:13pm 
robot
RCMidas Aug 4, 2021 @ 7:07pm 
Half-cycler loses 16% GLS, but gives you another 5-8 hours of actual labour time, depending on other factors. Over the course of a year or two, that's way more work done than you'd get from pretty much any other combo. For extra fun, have them take some go-juice once a day for +10% Consciousness as well as the speed boost. Even addiction shouldn't really be a problem at this point.

Assistant could be coupled with a sleep accelerator, for instance, so that a colonist barely spends any time asleep when they finally need to go to bed. This will provide remarkably similar results. However, you'll need to feed them more - a half-cycler pawn won't have this problem. At least they'll be able to benefit from romances, I suppose.

I'd personally give a half-cycler only to those pawns I intend to keep working in more menial capacities. Slaves, for instance. Or maybe, as in one of my old colonies, a nudist who I set up with a Joywire and Psychic Harmoniser to go around constantly cleaning, rearranging my storage rooms, making stone blocks, and keeping everyone stupidly cheerful. He got a stupid amount of work done and prevented at least one mental break every quadrum.
Xeno42 Aug 4, 2021 @ 7:10pm 
also give em a wakeup and thats a +50% to global work speed which directly boosts general labor speed
RCMidas Aug 4, 2021 @ 7:41pm 
Do remember to keep some spare kidneys around though. You're apt to end up with a severely damaged pawn after a few years of wake-up causing all kinds of chemical damage. Plus wake-up will, on average, give your guy a heart attack once every two years. And combining the two drugs is likely to cause an overdose.
Astasia Aug 4, 2021 @ 8:24pm 
If you stack rest fall reductions and rest effectiveness from bionics, legendary furniture, sleep accelerator, etc. (not counting quick sleeper trait) you can get a colonist down to needing less than 4 hours of sleep per day or so.

20 hours times 310% is 62 hours of work.
21 hours times 310% is 65.1 hours of work.

Circadian assistant is somewhere between those two, I don't know if anyone has done the math since sleep accelerators were added.

24 hours times 268% is 64.3 hours of work.

The consciousness loss from half-cyclers also reduces movement speed, which is an additional multiplier loss on work efficiency. I'm pretty sure in every optimized situation the half-cycler comes out as an efficiency loss compared to the assistant now. That's ignoring the large mood loss which reduces inspirations which has some additional effect on work efficiency, and the effect on stats other than just labor speed (like accuracy).
Last edited by Astasia; Aug 4, 2021 @ 8:30pm
Fyredrakon Aug 4, 2021 @ 9:14pm 
Originally posted by Astasia:
If you stack rest fall reductions and rest effectiveness from bionics, legendary furniture, sleep accelerator, etc. (not counting quick sleeper trait) you can get a colonist down to needing less than 4 hours of sleep per day or so.

20 hours times 310% is 62 hours of work.
21 hours times 310% is 65.1 hours of work.

Circadian assistant is somewhere between those two, I don't know if anyone has done the math since sleep accelerators were added.

24 hours times 268% is 64.3 hours of work.

The consciousness loss from half-cyclers also reduces movement speed, which is an additional multiplier loss on work efficiency. I'm pretty sure in every optimized situation the half-cycler comes out as an efficiency loss compared to the assistant now. That's ignoring the large mood loss which reduces inspirations which has some additional effect on work efficiency, and the effect on stats other than just labor speed (like accuracy).
The mood loss may actually help... tortured artist. But overall it sounds like the half-cycler is best used on pawns doing menial tasks that don't benefit from wor speed much. That in mind, I guess I'm giving my pawns all circadian assistants.
Caz Aug 4, 2021 @ 9:28pm 
They're so close in terms of efficiency that, unless you're going for absolute min/max efficiency, it really comes down to personal preference. I love the half-cycler, personally.

Also, keep in mind, slapping a half-cycler on a slave means they only have a single thing to manage: Food. And you can reduce that with the nuke stomach. I mean, it's a slave, who cares if it gets painful tumors.
Last edited by Caz; Aug 4, 2021 @ 9:30pm
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Aug 4, 2021 @ 5:58pm
Posts: 7