Provides a brain implant that gives the effects of a permanent wakeup high.
Non Steam Downloads and GitHub Repositories of this mod is available at: https://github.com/BetterRimworlds/WakeUpImplant/
The Wake-Up Rib Implant is a bionic enhancement that dramatically reduces a colonist's need for sleep by 98%, allowing them to remain active for nearly the entire day. This enhancement draws inspiration from the Jaffa warriors of Stargate SG-1, who maintained heightened capabilities through their symbiotic relationship with Goa'uld larvae.
- Reduced Sleep Need: Colonists require only 1-2% of normal sleep time (approximately 10 minutes per day)
- Enhanced Performance:
- +66.6% Global Work Speed
- +15% Consciousness
- +25% Movement Speed
- +20% Joy Gain
- +20% Meditation Focus Gain
- Mental Instability: 10% increased mental break threshold
- Extended Mental Breaks: Mental states last 25% longer
- Accelerated Aging: Colonists age 25% faster while the implant is active
- Meditation Requirement: While colonists don't need traditional sleep, they require regular meditation (Kel'no'reem) to maintain mental stability
Similar to how Jaffa warriors perform Kel'no'reem meditation to maintain their mental equilibrium despite minimal sleep requirements, colonists with the Wake-Up Rib must regularly enter a meditative state to process the psychological strain of constant wakefulness. This implant continuously delivers a carefully calibrated dose of wake-up stimulant, allowing the colonist to function at peak efficiency with virtually no sleep.
The price of this remarkable capability is steep - accelerated aging and increased risk of mental breaks reflect the toll this enhancement takes on the human body and mind. As with all powerful technologies, colony leaders must weigh the immediate benefits against the long-term costs.
- 10 Plasteel
- 1 Advanced Component
- 3 Neutroamine
- 5 Wake-Up
This mod is part of the Better Rimworlds collection and functions seamlessly with other Stargate-themed mods in the collection.
Want your pawns to live forever young and healthy? Check out BetterRimworld's Cryogenesis:
v1.1.0: 2024-03-14
- Updated to Rimworld v1.5.
v1.0.0: 2023-05-03
- Initial release.
The main goal of the Better Rimworlds collection is to assist players from building their Rimworld into a Hub World. I define the Hub World as a planet dedicated to assisting transportation and trade at far-faster than FTL, instant travel, via the second major theme: The Stargate.
I have implemented several mods for bringing in concepts from the Stargate SG-1 and Atlantis universes, mainly:
- The Stargate: Pawns and things can be sent, instantly, to different savegames.
- The Stargate DHD: Pawns and things can be sent, across the Internet, to another computer and different versions of Rimworld. But they need to know the 6-digit Stargate address of that computer. The Rimworld devs never anticipated this to be possible and many, many hacks have been done in this mod. It's a great technical achievement and greatly expands the game.
- The ZPM (Zero-Point Module): An extremely powerful Atlantean quantum storage battery with over 32,500 Rimworld watts storage, operating at 150% efficiency (it grabs energy from the Zero-Point Field) and an additional 100% capacity stored direclty in a pocket dimension, for a total of 65,000 watts of storage. But be warned: Above 20,000 storaged watts, there is a chance for -great- cataclysmic ZPM overloads, as seen in the Stargate Atlantis TV series: Over 50-100 radius fireball explosions that kill and destroy basically everything instantly.
- The Zat'Nik'Tel (zatgun): The stungun from Stargate SG-1. An ancient Goa'uld weapon: 1 shot stuns (psychic shock, with a chance of catatonia), 2 shots kill.
- CryoRegenesis caskets: Modeled directly after the Stargate (The Motion Picture) and SG-1 Gao'uld sarcophagi, these cryosleep caskets relatively quickly deage both humans and animals to a youthful vigor, repair all wounds and diseases, and even can resurrect the dead (if they've been unfrozen for less than 24 hours after death).
- Dematerializer: A purely-defensive quantum teleportation device, modelled after the Asgardian teleportation defense tech as seen in the Stargate SG-1 episode "Shades of Grey" (Season 3, Episode 18).
- Teleporter Room: An Atlantean device where in all pawns and objects in a specially-designed teleporter room swap with any pawns and objects in the destination teleporter room. Great for instant travel from different colonies on the same planet.
- Psionic Disruptor: A powerful blast of psionic energy that disables virtually all pawns on the map, and kills psychically-sensitive. Only psychically deaf are unaffected. This is a port of the Aschen's "Atanos device" as seen on Stargate SG-1 episodes "2001" (s05e03) and "2010" (s04e16).
