Difference between revisions of "Armchair"

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{{infobox main|furniture|
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{{Infobox main|furniture
|name = Armchair
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| name = Armchair
|image = Armchair.png
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| image = Armchair.png
|description = A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.
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| description = A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.
|type = Building
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| type = Building
|type2 = Furniture
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| type2 = Furniture
|placeable = true
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| placeable = true
|path cost = 30
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| path cost = 30
|blockswind = false
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| blockswind = false
|cover = 0.4
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| cover = 0.4
|minifiable = true
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| minifiable = true
|size = 1 ˣ 1
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| size = 1 ˣ 1
|mass base = 18
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| mass base = 18
|flammability = 1
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| flammability = 1
|hp = 120
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| hp = 120
|sell price multiplier = 0.7
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| sell price multiplier = 0.7
|beauty = 4
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| beauty = 4
|comfort = 0.8
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| comfort = 0.8
|terrain affordance = light
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| terrain affordance = light
|research = Complex furniture
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| research = Complex furniture
|skill 1 = Construction
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| skill 1 = Construction
|skill 1 level = 5
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| skill 1 level = 5
|work to make = 14000
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| work to make = 14000
|stuff tags = Fabric, Leathery
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| stuff tags = Fabric, Leathery
|resource 1 = Stuff
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| resource 1 = Stuff
|resource 1 amount = 110
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| resource 1 amount = 110
 +
| has quality = True
 
}}
 
}}
 
An '''armchair''' is a type of [[furniture]] which your colonists can sit on. Armchairs can be placed at [[table]]s to eat and other buildings to be sat on. Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]].
 
An '''armchair''' is a type of [[furniture]] which your colonists can sit on. Armchairs can be placed at [[table]]s to eat and other buildings to be sat on. Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]].
  
 
== Acquisition ==
 
== Acquisition ==
Constructing an armchair requires [[Research#Complex furniture|Complex Furniture]] to be researched, a [[Skills#Construction|construction skill]] of 5, {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}}.
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{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
Line 46: Line 47:
 
Chairs in general, and armchairs in particular are useful for preventing the "Uncomfortable" [[Mood#Situation Needs|mood debuff]] and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal [[quality]] armchair will maintain the "Very Comfortable" buff ({{+|6}}) all day. Once excellent quality armchairs are available, with a comfort level of 99%, the armchair can maintain the {{+|10}} bonus all day. This is a significant bonus, equivalent to a drinking 2 [[beer]]s a day but without the time constraint and without the cost, the addiction chance, or decreased [[manipulation]]. It is also relatively achievable once sufficient textiles are available - with a level 13 constructor has a ~25% chance to build an excellent or better armchair.
 
Chairs in general, and armchairs in particular are useful for preventing the "Uncomfortable" [[Mood#Situation Needs|mood debuff]] and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal [[quality]] armchair will maintain the "Very Comfortable" buff ({{+|6}}) all day. Once excellent quality armchairs are available, with a comfort level of 99%, the armchair can maintain the {{+|10}} bonus all day. This is a significant bonus, equivalent to a drinking 2 [[beer]]s a day but without the time constraint and without the cost, the addiction chance, or decreased [[manipulation]]. It is also relatively achievable once sufficient textiles are available - with a level 13 constructor has a ~25% chance to build an excellent or better armchair.
  
Thus, every dining table, recreation item, and production bench that allows sitting should eventually have armchairs installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[telescope]]s and tables changed over last. On 500% threat scale, you may not want armchairs right away due to [[wealth management]], but an armchair's wealth is not significant on any reasonable [[difficulty]].
+
Thus, every dining table, recreation item, and production bench that allows sitting should eventually have armchairs installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[telescope]]s and tables changed over last. On 500% threat scale, you may not want armchairs right away due to [[wealth management]], but an armchair's wealth is not significant even in Losing is Fun.
  
===Trade===
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=== Trade ===
For any [[textile]], armchairs are the most efficient ''Constructed'' building in terms of Value / Material. However, all buildings incur a x0.7 [[Sell Price Multiplier]]; you must make at least a good armchair in order to make some amount of profit. So unless you have a great constructor, but no competent crafters, you should make [[duster]]s or [[formal vest]]s{{RoyaltyIcon}} / [[corset]]s{{RoyaltyIcon}} for cash instead. However, if Value / Crafter's Time is more important, regardless of material consumption, then other items like [[tribalwear]] are more desirable.
+
For any [[textile]], armchairs are the most efficient ''Constructed'' building in terms of Value / Material. However, all buildings incur a x0.7 [[Sell Price Multiplier]]; you must make at least a good armchair in order to make some amount of profit. So unless you have a great constructor, but no competent crafters, you should make [[duster]]s or [[formal vest]]s {{RoyaltyIcon}} / [[corset]]s {{RoyaltyIcon}} for cash instead. However, if Value / Crafter's Time is more important, regardless of material consumption, then other items like [[tribalwear]] are more desirable.
  
{{Building Material Table}}
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{{Building Stats Table}}
<noinclude>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.10.785|0.10.785]] - Added
 
* [[Version/0.10.785|0.10.785]] - Added
{{nav|furniture|wide}}
+
{{Nav|furniture|wide}}
</noinclude>
 
  
 
[[Category:Furniture]] [[Category:Chair]]
 
[[Category:Furniture]] [[Category:Chair]]

Latest revision as of 07:38, 11 January 2024

Armchair

Armchair

A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.

Base Stats

Type
BuildingFurniture
Mass
18 kg
Beauty
4
HP
120
Flammability
100%
Path Cost
30 (30%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Cover Effectiveness
40%
Blocks Wind
False
Terrain Affordance
Light
Comfort
0.8

Creation

Required Research
Complex furniture
Skill Required
Construction 5
Work To Make
14,000 ticks (3.89 mins)
Stuff Tags
Fabric, Leathery
Resources to make
Stuff 110
Deconstruct yield
Stuff 55
Destroy yield
Stuff 27 - 28
Technical


An armchair is a type of furniture which your colonists can sit on. Armchairs can be placed at tables to eat and other buildings to be sat on. Armchairs are more comfortable than stools or dining chairs, but can only be made from textiles.

Acquisition[edit]

Armchairs can be constructed once the complex furniture research project has been completed. Each requires Stuff 110 Stuff (Fabric/Leathery), 14,000 ticks (3.89 mins) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 5.

Summary[edit]

Armchairs are a form of seating. You need a seat in order to eat at a table, play at a chess table or poker table, or watch television. While sitting on an armchair, comfort increases. They can also be placed in front of most production benches for comfort purposes. The orientation of the armchair does not matter for any reason.

Like other furniture, they are not subject to deterioration.

Comfort[edit]

Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect. Comfort varies by quality but not material. Armchairs of the same quality level will all have the same comfort, regardless of what they're constructed from.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Comfort 61% 70% 80% 90% 99% 116% 136%
  • Analysis[edit]

    Armchairs are more comfortable than stools or dining chairs, but can only be made from textiles. This makes armchairs difficult to acquire early on, but very affordable once your colony has established itself. Bulk textiles can easily be obtained via hunting, shearing tamed animals with wool (like alpacas or muffalos), or a cotton farm. The material used does not affect comfort, though it has an effect on beauty, hitpoints, flammability and value.

    Chairs in general, and armchairs in particular are useful for preventing the "Uncomfortable" mood debuff and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal quality armchair will maintain the "Very Comfortable" buff (+6) all day. Once excellent quality armchairs are available, with a comfort level of 99%, the armchair can maintain the +10 bonus all day. This is a significant bonus, equivalent to a drinking 2 beers a day but without the time constraint and without the cost, the addiction chance, or decreased manipulation. It is also relatively achievable once sufficient textiles are available - with a level 13 constructor has a ~25% chance to build an excellent or better armchair.

    Thus, every dining table, recreation item, and production bench that allows sitting should eventually have armchairs installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as telescopes and tables changed over last. On 500% threat scale, you may not want armchairs right away due to wealth management, but an armchair's wealth is not significant even in Losing is Fun.

    Trade[edit]

    For any textile, armchairs are the most efficient Constructed building in terms of Value / Material. However, all buildings incur a x0.7 Sell Price Multiplier; you must make at least a good armchair in order to make some amount of profit. So unless you have a great constructor, but no competent crafters, you should make dusters or formal vests Content added by the Royalty DLC / corsets Content added by the Royalty DLC for cash instead. However, if Value / Crafter's Time is more important, regardless of material consumption, then other items like tribalwear are more desirable.

    Stats table

    Feature Toggle
    QualityRitual Quality Check Off.png
  • Armchair Armchair Beauty Comfort Work to Build HP Flamma­bility Market
    Value
    Quality Material
    Normal Alpaca wool Alpaca wool 6 0.8 014,000 ticks (3.89 mins) 120 100% 470 Silver
    Normal Bearskin Bearskin 8 0.8 014,000 ticks (3.89 mins) 156 100% 425 Silver
    Normal Birdskin Birdskin 4 0.8 014,000 ticks (3.89 mins) 120 100% 250 Silver
    Normal Bison wool Bison wool 6 0.8 014,000 ticks (3.89 mins) 120 100% 345 Silver
    Normal Bluefur Bluefur 5 0.8 014,000 ticks (3.89 mins) 156 100% 305 Silver
    Normal Camelhide Camelhide 5 0.8 014,000 ticks (3.89 mins) 156 100% 305 Silver
    Normal Chinchilla fur Chinchilla fur 14 0.8 014,000 ticks (3.89 mins) 120 100% 765 Silver
    Normal Cloth Cloth 4 0.8 014,000 ticks (3.89 mins) 120 100% 215 Silver
    Normal Devilstrand Devilstrand 13 0.8 014,000 ticks (3.89 mins) 156 40% 655 Silver
    Normal Dog leather Dog leather 4 0.8 014,000 ticks (3.89 mins) 156 100% 270 Silver
    Normal Dread leather Dread leather Content added by the Anomaly DLC 4 0.8 014,000 ticks (3.89 mins) 156 100% 435 Silver
    Normal Elephant leather Elephant leather 6 0.8 014,000 ticks (3.89 mins) 180 100% 315 Silver
    Normal Foxfur Foxfur 8 0.8 014,000 ticks (3.89 mins) 120 100% 435 Silver
    Normal Guinea pig fur Guinea pig fur 11 0.8 014,000 ticks (3.89 mins) 72 100% 600 Silver
    Normal Heavy fur Heavy fur 7 0.8 014,000 ticks (3.89 mins) 180 100% 415 Silver
    Normal Human leather Human leather 4 0.8 014,000 ticks (3.89 mins) 156 100% 510 Silver
    Normal Hyperweave Hyperweave 22 0.8 014,000 ticks (3.89 mins) 288 40% 1,040 Silver
    Normal Lightleather Lightleather 4 0.8 014,000 ticks (3.89 mins) 120 100% 260 Silver
    Normal Lizardskin Lizardskin 5 0.8 014,000 ticks (3.89 mins) 120 100% 280 Silver
    Normal Megasloth wool Megasloth wool 6 0.8 014,000 ticks (3.89 mins) 120 100% 345 Silver
    Normal Muffalo wool Muffalo wool 6 0.8 014,000 ticks (3.89 mins) 120 100% 345 Silver
    Normal Panthera fur Panthera fur 7 0.8 014,000 ticks (3.89 mins) 156 100% 380 Silver
    Normal Patchleather Patchleather 4 0.8 014,000 ticks (3.89 mins) 120 100% 215 Silver
    Normal Pigskin Pigskin 4 0.8 014,000 ticks (3.89 mins) 156 100% 260 Silver
    Normal Plainleather Plainleather 4 0.8 014,000 ticks (3.89 mins) 156 100% 280 Silver
    Normal Rhinoceros leather Rhinoceros leather 10 0.8 014,000 ticks (3.89 mins) 180 100% 510 Silver
    Normal Sheep wool Sheep wool 6 0.8 014,000 ticks (3.89 mins) 120 100% 345 Silver
    Normal Synthread Synthread 9 0.8 014,000 ticks (3.89 mins) 156 70% 490 Silver
    Normal Thrumbofur Thrumbofur 32 0.8 014,000 ticks (3.89 mins) 240 100% 1,590 Silver
    Normal Wolfskin Wolfskin 7 0.8 014,000 ticks (3.89 mins) 156 100% 380 Silver
  • Version history[edit]