Difference between revisions of "End table"

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m (as of 1.4 + biotech, the highest level of sleep effectiveness come from beds and items with "bed" in the name (i.e. not bedrolls or sleeping spots))
 
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{{infobox main|furniture|
+
{{Infobox main|furniture
|name = End table
+
| name = End table
|image = End table.png|End table
+
| image = End table.png
|description = A small bedside table which makes nearby beds a little bit more comfortable. Must be placed directly adjacent to the head of the bed. Placing more than one end table near the same bed has no effect.
+
| description = A small bedside table which makes nearby beds a little bit more comfortable. Must be placed directly adjacent to the head of the bed. Placing more than one end table near the same bed has no effect.
|type = Building
+
| type = Building
|type2 = Furniture
+
| type2 = Furniture
|placeable = true
+
| placeable = true
|path cost = 30
+
| path cost = 30
|passability = pass through only
+
| passability = pass through only
|cover = 0.4
+
| cover = 0.4
|minifiable = true
+
| minifiable = true
|size = 1 ˣ 1
+
| size = 1 ˣ 1
|mass base = 5
+
| mass base = 5
|flammability = 1
+
| flammability = 1
|hp = 75
+
| hp = 75
|sell price multiplier = 0.7
+
| sell price multiplier = 0.7
|beauty = 3
+
| beauty = 3
|terrain affordance = light
+
| terrain affordance = light
|research = Complex furniture
+
| research = Complex furniture
|work to make = 1000
+
| work to make = 1000
|stuff tags = Metallic, Woody, Stony
+
| stuff tags = Metallic, Woody, Stony
|resource 1 = Stuff
+
| resource 1 = Stuff
|resource 1 amount = 30
+
| resource 1 amount = 30
 +
| has quality = true
 
}}
 
}}
 
'''End tables''' are a type of [[furniture]] which enhances the [[comfort]] of [[bed]]s.
 
'''End tables''' are a type of [[furniture]] which enhances the [[comfort]] of [[bed]]s.
  
 
== Acquisition ==
 
== Acquisition ==
End tables can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
+
{{Acquisition}}
  
==Summary==
+
== Summary ==
 
[[File:Bed endtables.png|thumb|175px|left|All the possible ways an end table can connect to a bed.]]
 
[[File:Bed endtables.png|thumb|175px|left|All the possible ways an end table can connect to a bed.]]
 
End tables increase the [[comfort]] value when connected to any of the following:
 
End tables increase the [[comfort]] value when connected to any of the following:
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{{#ask:[[Facility::Dresser]] [[Name::!Slab bed]] [[Name::!Slab double bed]] |format=ul}}
 
{{#ask:[[Facility::Dresser]] [[Name::!Slab bed]] [[Name::!Slab double bed]] |format=ul}}
 
</div>
 
</div>
The end table must be connected to the "pillow" end of a bed or other valid object, as shown in the picture. End tables are unable to connect through diagonals. They have no effect on a [[sleeping spot]] or [[slab bed]]{{IdeologyIcon}} (or their double variants), despite the slab bed being shown "connecting" to it.
+
The end table must be connected to the "pillow" end of a bed or other valid object, as shown in the picture. End tables are unable to connect through diagonals. They have no effect on a [[sleeping spot]] or [[slab bed]] {{IdeologyIcon}} (or their double variants), despite the slab bed being shown "connecting" to it.
  
 
The end table increases the comfort of the bed by 5% base. However, as the comfort bonuses apply to the bed ''before'' the bed's [[quality]] multiplier is applied, so the exact bonus the dresser applies scales with the '''bed's''' quality. It does not change with the end table's quality.
 
The end table increases the comfort of the bed by 5% base. However, as the comfort bonuses apply to the bed ''before'' the bed's [[quality]] multiplier is applied, so the exact bonus the dresser applies scales with the '''bed's''' quality. It does not change with the end table's quality.
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{| {{STDT| c_15 text-center}}
 
{| {{STDT| c_15 text-center}}
 
! Bed [[Quality]]
 
! Bed [[Quality]]
!data-sort-type="number"| Awful
+
! data-sort-type="number" | Awful
!data-sort-type="number"| Poor
+
! data-sort-type="number" | Poor
!data-sort-type="number"| Normal
+
! data-sort-type="number" | Normal
!data-sort-type="number"| Good
+
! data-sort-type="number" | Good
!data-sort-type="number"| Excellent
+
! data-sort-type="number" | Excellent
!data-sort-type="number"| Masterwork
+
! data-sort-type="number" | Masterwork
!data-sort-type="number"| Legendary
+
! data-sort-type="number" | Legendary
 
|-
 
|-
![[Comfort]] Bonus
+
! [[Comfort]] Bonus
 
| +{{#expr:{{#var:basecomfort}}*0.76 round 2}}
 
| +{{#expr:{{#var:basecomfort}}*0.76 round 2}}
 
| +{{#expr:{{#var:basecomfort}}*0.88 round 2}}
 
| +{{#expr:{{#var:basecomfort}}*0.88 round 2}}
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| +{{#expr:{{#var:basecomfort}}*1.45 round 2}}
 
| +{{#expr:{{#var:basecomfort}}*1.45 round 2}}
 
| +{{#expr:{{#var:basecomfort}}*1.70 round 2}}
 
| +{{#expr:{{#var:basecomfort}}*1.70 round 2}}
|-
 
 
|}
 
|}
</li><div>
+
</li></div>
 
Note that the comfort stat only increases the maximum Comfort (need) a building can provide. It does not increase the rate of comfort gain. Therefore, a comfort stat past 1.0 is functionally pointless.
 
Note that the comfort stat only increases the maximum Comfort (need) a building can provide. It does not increase the rate of comfort gain. Therefore, a comfort stat past 1.0 is functionally pointless.
  
 
End tables stack with [[dresser]]s, but multiple end tables do not provide an additional effect. It does not matter which way the end table is facing.
 
End tables stack with [[dresser]]s, but multiple end tables do not provide an additional effect. It does not matter which way the end table is facing.
  
End tables and dressers are also required to suit the bedroom of a non-[[Ascetic]] [[noble]]{{RoyaltyIcon}} of the Knight/Dame rank or higher.
+
End tables and dressers are also required to suit the bedroom of a non-[[Ascetic]] [[noble]] {{RoyaltyIcon}} of the Knight/Dame rank or higher.
  
 
== Analysis ==  
 
== Analysis ==  
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=== Time spent comfortable ===
 
=== Time spent comfortable ===
Assuming the comfort of the bed without the dresser is 95% or below, and that the pawn reaches the comfort cap while sleeping, the end table adds {{ticks/gametime| 2500 * 5/4}} of the highest band of the "Comfortable" mood buff when attached to normal quality sleep furniture, as well as potentially increasing the power of the buff itself.  
+
Assuming the comfort of the bed without the dresser is 95% or below, and that the pawn reaches the comfort cap while sleeping, the end table adds {{Ticks/gametime| 2500 * 5/4}} of the highest band of the "Comfortable" mood buff when attached to normal quality sleep furniture, as well as potentially increasing the power of the buff itself.  
 +
 
 +
For example, a [[royal bed]] of normal [[quality]] has a comfort rating of 90%. Assuming the pawn does not gain comfort from any other source, the pawn will have the {{+|8}} [[Mood#Situation Needs|mood]] for {{Ticks/gametime| 2500 * 9/4}}, followed by {{+|6}} for {{Ticks/gametime| 2500 * 9/4}}, then {{+|4}} for {{Ticks/gametime| 2500 * 9/4}}. 
  
For example, a [[royal bed]] of normal [[quality]] has a comfort rating of 90%. Assuming the pawn does not gain comfort from any other source, the pawn will have the {{+|8}} [[Mood#Situation Needs|mood]] for {{ticks/gametime| 2500 * 9/4}}, followed by {{+|6}} for {{ticks/gametime| 2500 * 9/4}}, then {{+|4}} for {{ticks/gametime| 2500 * 9/4}}.  The end table increases the bed's comfort rating to 95% and, under the same assumptions, instead starts with an additional {{+|10}} for {{ticks/gametime| 2500 * 5/4}} before then also progressing through the same tiers of mood buff. Adding an [[end table]] as well would increase the time with a {{+|10}} mood buff to {{ticks/gametime| 2500 * 10/4}} hours. For comparisons sake, a [[beer]] also provides a {{+|10}} mood buff and lasts {{ticks/gametime| 2500 * 4.8}} but is consumable and also decreases [[manipulation]].  
+
The end table increases the bed's comfort rating to 95% and, under the same assumptions, instead starts with an additional {{+|10}} for {{Ticks/gametime| 2500 * 5/4}} before then also progressing through the same tiers of mood buff. Adding a [[dresser]] as well would increase the time with a {{+|10}} mood buff to {{Ticks/gametime| 2500 * 10/4}} hours. For comparisons sake, a [[beer]] also provides a {{+|10}} mood buff and lasts {{Ticks/gametime| 2500 * 4.8}} but is consumable and also decreases [[manipulation]].  
  
A legendary [[bedroll]], masterwork [[bed]], or good [[royal bed]] have a natural comfort above 1.0; installing an end table/dresser would not have any further impact to comfort. A masterwork bedroll has a comfort of 0.99, improving this to 1.0 would only result in an additional {{ticks/gametime|625}} of comfort bonus. Due to the [[rest effectiveness]] bonus offered by high quality beds, it is usually worth procuring them, even if a dresser and/or end table already provide the maximum comfort.
+
A legendary [[bedroll]], masterwork [[bed]], or good [[royal bed]] have a natural comfort above 1.0; installing an end table/dresser would not have any further impact to comfort. A masterwork bedroll has a comfort of 0.99, improving this to 1.0 would only result in an additional {{Ticks/gametime|625}} of comfort bonus. Due to the [[rest effectiveness]] bonus offered by high quality beds, it is usually worth procuring them, even if a dresser and/or end table already provide the maximum comfort.
  
 
Having comfortable seating options also reduces the impact of the end table, as it allows for pawns to refill their comfort bar while eating, recreating, and for some pawns, working. A pawn that can sit on a good quality [[armchair]] while working maintains the {{+|10}} bonus for their entire workday. For other pawns, such as Growers or Animal Handlers, the extra time at the high moods buffs can remain advantageous, even if seating allows the mid-tier mood buffs to be maintained all day. The specifics value proposition for these pawns will depend heavily on a number of factors that cannot be realistically covered here.  
 
Having comfortable seating options also reduces the impact of the end table, as it allows for pawns to refill their comfort bar while eating, recreating, and for some pawns, working. A pawn that can sit on a good quality [[armchair]] while working maintains the {{+|10}} bonus for their entire workday. For other pawns, such as Growers or Animal Handlers, the extra time at the high moods buffs can remain advantageous, even if seating allows the mid-tier mood buffs to be maintained all day. The specifics value proposition for these pawns will depend heavily on a number of factors that cannot be realistically covered here.  
  
{{Building Material Table}}
+
{{Building Stats Table}}
  
{{nav|furniture|wide}}
+
{{Nav|furniture|wide}}
 
[[Category:Furniture]]
 
[[Category:Furniture]]

Latest revision as of 07:52, 11 January 2024

End table

End table

A small bedside table which makes nearby beds a little bit more comfortable. Must be placed directly adjacent to the head of the bed. Placing more than one end table near the same bed has no effect.

Base Stats

Type
BuildingFurniture
Mass
5 kg
Beauty
3
HP
75
Flammability
100%
Path Cost
30 (30%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light

Creation

Required Research
Complex furniture
Work To Make
1,000 ticks (16.67 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 30
Deconstruct yield
Stuff 15
Destroy yield
Stuff 7 - 8
Technical
Has Quality
True


End tables are a type of furniture which enhances the comfort of beds.

Acquisition[edit]

End tables can be constructed once the complex furniture research project has been completed. Each requires Stuff 30 Stuff (Metallic/Woody/Stony, 300 for SMVs) and 1,000 ticks (16.67 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.

Summary[edit]

All the possible ways an end table can connect to a bed.

End tables increase the comfort value when connected to any of the following:

The end table must be connected to the "pillow" end of a bed or other valid object, as shown in the picture. End tables are unable to connect through diagonals. They have no effect on a sleeping spot or slab bed Content added by the Ideology DLC (or their double variants), despite the slab bed being shown "connecting" to it.

The end table increases the comfort of the bed by 5% base. However, as the comfort bonuses apply to the bed before the bed's quality multiplier is applied, so the exact bonus the dresser applies scales with the bed's quality. It does not change with the end table's quality.

  • Bed Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Comfort Bonus +0.04 +0.04 +0.05 +0.06 +0.06 +0.07 +0.09
  • Note that the comfort stat only increases the maximum Comfort (need) a building can provide. It does not increase the rate of comfort gain. Therefore, a comfort stat past 1.0 is functionally pointless.

    End tables stack with dressers, but multiple end tables do not provide an additional effect. It does not matter which way the end table is facing.

    End tables and dressers are also required to suit the bedroom of a non-Ascetic noble Content added by the Royalty DLC of the Knight/Dame rank or higher.

    Analysis[edit]

    Space efficient placement of beds and furniture.

    An end table and dresser combination only costs 80 wood, steel, or stone, and can provide a lasting bonus to colonist mood through the Comfortable moodlets. End tables are worthwhile to build in the early game, and can be kept for the entirety of a colony's lifespan. End tables are cheaper than a dresser for the same comfort - if you are forced between one, build an end table.

    Time spent comfortable[edit]

    Assuming the comfort of the bed without the dresser is 95% or below, and that the pawn reaches the comfort cap while sleeping, the end table adds 3,125 ticks (1.25 in-game hours) of the highest band of the "Comfortable" mood buff when attached to normal quality sleep furniture, as well as potentially increasing the power of the buff itself.

    For example, a royal bed of normal quality has a comfort rating of 90%. Assuming the pawn does not gain comfort from any other source, the pawn will have the +8 mood for 5,625 ticks (2.25 in-game hours), followed by +6 for 5,625 ticks (2.25 in-game hours), then +4 for 5,625 ticks (2.25 in-game hours).

    The end table increases the bed's comfort rating to 95% and, under the same assumptions, instead starts with an additional +10 for 3,125 ticks (1.25 in-game hours) before then also progressing through the same tiers of mood buff. Adding a dresser as well would increase the time with a +10 mood buff to 6,250 ticks (2.5 in-game hours) hours. For comparisons sake, a beer also provides a +10 mood buff and lasts 12,000 ticks (4.8 in-game hours) but is consumable and also decreases manipulation.

    A legendary bedroll, masterwork bed, or good royal bed have a natural comfort above 1.0; installing an end table/dresser would not have any further impact to comfort. A masterwork bedroll has a comfort of 0.99, improving this to 1.0 would only result in an additional 625 ticks (0.25 in-game hours) of comfort bonus. Due to the rest effectiveness bonus offered by high quality beds, it is usually worth procuring them, even if a dresser and/or end table already provide the maximum comfort.

    Having comfortable seating options also reduces the impact of the end table, as it allows for pawns to refill their comfort bar while eating, recreating, and for some pawns, working. A pawn that can sit on a good quality armchair while working maintains the +10 bonus for their entire workday. For other pawns, such as Growers or Animal Handlers, the extra time at the high moods buffs can remain advantageous, even if seating allows the mid-tier mood buffs to be maintained all day. The specifics value proposition for these pawns will depend heavily on a number of factors that cannot be realistically covered here.

    Stats table

    Feature Toggle
    QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • End table End table Beauty Work to Build HP Flamma­bility Market
    Value
    Quality Material
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 0 002,500 ticks (41.67 secs) 150 75% 16 Silver
    Awful Gold Gold -3 000,900 ticks (15 secs) 45 40% 1,500 Silver
    Awful Granite blocks Granite blocks 0 006,140 ticks (1.71 mins) 128 0% 25 Silver
    Awful Limestone blocks Limestone blocks 0 006,140 ticks (1.71 mins) 116 0% 25 Silver
    Awful Marble blocks Marble blocks -1 005,640 ticks (1.57 mins) 90 0% 24 Silver
    Awful Plasteel Plasteel 0 002,200 ticks (36.67 secs) 210 0% 139 Silver
    Awful Sandstone blocks Sandstone blocks 0 005,140 ticks (1.43 mins) 105 0% 23 Silver
    Awful Silver Silver -1 001,000 ticks (16.67 secs) 53 40% 152 Silver
    Awful Slate blocks Slate blocks 0 006,140 ticks (1.71 mins) 98 0% 25 Silver
    Awful Steel Steel 0 001,000 ticks (16.67 secs) 75 40% 30 Silver
    Awful Jade Jade -2 005,000 ticks (1.39 mins) 38 0% 84 Silver
    Awful Uranium Uranium 0 001,900 ticks (31.67 secs) 188 0% 93 Silver
    Awful Wood Wood 0 000,700 ticks (11.67 secs) 49 100% 19 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 0 002,500 ticks (41.67 secs) 150 75% 24 Silver
    Poor Gold Gold 16 000,900 ticks (15 secs) 45 40% 2,250 Silver
    Poor Granite blocks Granite blocks 1 006,140 ticks (1.71 mins) 128 0% 37 Silver
    Poor Limestone blocks Limestone blocks 1 006,140 ticks (1.71 mins) 116 0% 37 Silver
    Poor Marble blocks Marble blocks 3 005,640 ticks (1.57 mins) 90 0% 35 Silver
    Poor Plasteel Plasteel 1 002,200 ticks (36.67 secs) 210 0% 210 Silver
    Poor Sandstone blocks Sandstone blocks 2 005,140 ticks (1.43 mins) 105 0% 34 Silver
    Poor Silver Silver 6 001,000 ticks (16.67 secs) 53 40% 230 Silver
    Poor Slate blocks Slate blocks 2 006,140 ticks (1.71 mins) 98 0% 37 Silver
    Poor Steel Steel 1 001,000 ticks (16.67 secs) 75 40% 45 Silver
    Poor Jade Jade 9 005,000 ticks (1.39 mins) 38 0% 126 Silver
    Poor Uranium Uranium 1 001,900 ticks (31.67 secs) 188 0% 140 Silver
    Poor Wood Wood 1 000,700 ticks (11.67 secs) 49 100% 29 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 1 002,500 ticks (41.67 secs) 150 75% 32 Silver
    Normal Gold Gold 32 000,900 ticks (15 secs) 45 40% 3,005 Silver
    Normal Granite blocks Granite blocks 3 006,140 ticks (1.71 mins) 128 0% 49 Silver
    Normal Limestone blocks Limestone blocks 3 006,140 ticks (1.71 mins) 116 0% 49 Silver
    Normal Marble blocks Marble blocks 5 005,640 ticks (1.57 mins) 90 0% 47 Silver
    Normal Plasteel Plasteel 3 002,200 ticks (36.67 secs) 210 0% 280 Silver
    Normal Sandstone blocks Sandstone blocks 3 005,140 ticks (1.43 mins) 105 0% 46 Silver
    Normal Silver Silver 12 001,000 ticks (16.67 secs) 53 40% 305 Silver
    Normal Slate blocks Slate blocks 3 006,140 ticks (1.71 mins) 98 0% 49 Silver
    Normal Steel Steel 3 001,000 ticks (16.67 secs) 75 40% 61 Silver
    Normal Jade Jade 17 005,000 ticks (1.39 mins) 38 0% 168 Silver
    Normal Uranium Uranium 1 001,900 ticks (31.67 secs) 188 0% 187 Silver
    Normal Wood Wood 3 000,700 ticks (11.67 secs) 49 100% 39 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 1 002,500 ticks (41.67 secs) 150 75% 39 Silver
    Good Gold Gold 64 000,900 ticks (15 secs) 45 40% 3,505 Silver
    Good Granite blocks Granite blocks 6 006,140 ticks (1.71 mins) 128 0% 61 Silver
    Good Limestone blocks Limestone blocks 6 006,140 ticks (1.71 mins) 116 0% 61 Silver
    Good Marble blocks Marble blocks 10 005,640 ticks (1.57 mins) 90 0% 59 Silver
    Good Plasteel Plasteel 6 002,200 ticks (36.67 secs) 210 0% 345 Silver
    Good Sandstone blocks Sandstone blocks 7 005,140 ticks (1.43 mins) 105 0% 57 Silver
    Good Silver Silver 24 001,000 ticks (16.67 secs) 53 40% 380 Silver
    Good Slate blocks Slate blocks 7 006,140 ticks (1.71 mins) 98 0% 61 Silver
    Good Steel Steel 6 001,000 ticks (16.67 secs) 75 40% 76 Silver
    Good Jade Jade 35 005,000 ticks (1.39 mins) 38 0% 210 Silver
    Good Uranium Uranium 3 001,900 ticks (31.67 secs) 188 0% 235 Silver
    Good Wood Wood 6 000,700 ticks (11.67 secs) 49 100% 48 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 2 002,500 ticks (41.67 secs) 150 75% 47 Silver
    Excellent Gold Gold 96 000,900 ticks (15 secs) 45 40% 4,005 Silver
    Excellent Granite blocks Granite blocks 9 006,140 ticks (1.71 mins) 128 0% 74 Silver
    Excellent Limestone blocks Limestone blocks 9 006,140 ticks (1.71 mins) 116 0% 74 Silver
    Excellent Marble blocks Marble blocks 15 005,640 ticks (1.57 mins) 90 0% 71 Silver
    Excellent Plasteel Plasteel 9 002,200 ticks (36.67 secs) 210 0% 415 Silver
    Excellent Sandstone blocks Sandstone blocks 10 005,140 ticks (1.43 mins) 105 0% 68 Silver
    Excellent Silver Silver 36 001,000 ticks (16.67 secs) 53 40% 455 Silver
    Excellent Slate blocks Slate blocks 10 006,140 ticks (1.71 mins) 98 0% 74 Silver
    Excellent Steel Steel 9 001,000 ticks (16.67 secs) 75 40% 91 Silver
    Excellent Jade Jade 52 005,000 ticks (1.39 mins) 38 0% 250 Silver
    Excellent Uranium Uranium 4 001,900 ticks (31.67 secs) 188 0% 280 Silver
    Excellent Wood Wood 9 000,700 ticks (11.67 secs) 49 100% 58 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 4 002,500 ticks (41.67 secs) 150 75% 79 Silver
    Masterwork Gold Gold 160 000,900 ticks (15 secs) 45 40% 5,005 Silver
    Masterwork Granite blocks Granite blocks 15 006,140 ticks (1.71 mins) 128 0% 123 Silver
    Masterwork Limestone blocks Limestone blocks 15 006,140 ticks (1.71 mins) 116 0% 123 Silver
    Masterwork Marble blocks Marble blocks 25 005,640 ticks (1.57 mins) 90 0% 118 Silver
    Masterwork Plasteel Plasteel 15 002,200 ticks (36.67 secs) 210 0% 695 Silver
    Masterwork Sandstone blocks Sandstone blocks 16 005,140 ticks (1.43 mins) 105 0% 114 Silver
    Masterwork Silver Silver 60 001,000 ticks (16.67 secs) 53 40% 760 Silver
    Masterwork Slate blocks Slate blocks 16 006,140 ticks (1.71 mins) 98 0% 123 Silver
    Masterwork Steel Steel 15 001,000 ticks (16.67 secs) 75 40% 152 Silver
    Masterwork Jade Jade 87 005,000 ticks (1.39 mins) 38 0% 420 Silver
    Masterwork Uranium Uranium 7 001,900 ticks (31.67 secs) 188 0% 465 Silver
    Masterwork Wood Wood 15 000,700 ticks (11.67 secs) 49 100% 96 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 6 002,500 ticks (41.67 secs) 150 75% 158 Silver
    Legendary Gold Gold 256 000,900 ticks (15 secs) 45 40% 6,005 Silver
    Legendary Granite blocks Granite blocks 24 006,140 ticks (1.71 mins) 128 0% 245 Silver
    Legendary Limestone blocks Limestone blocks 24 006,140 ticks (1.71 mins) 116 0% 245 Silver
    Legendary Marble blocks Marble blocks 40 005,640 ticks (1.57 mins) 90 0% 235 Silver
    Legendary Plasteel Plasteel 24 002,200 ticks (36.67 secs) 210 0% 1,390 Silver
    Legendary Sandstone blocks Sandstone blocks 26 005,140 ticks (1.43 mins) 105 0% 225 Silver
    Legendary Silver Silver 96 001,000 ticks (16.67 secs) 53 40% 1,520 Silver
    Legendary Slate blocks Slate blocks 26 006,140 ticks (1.71 mins) 98 0% 245 Silver
    Legendary Steel Steel 24 001,000 ticks (16.67 secs) 75 40% 305 Silver
    Legendary Jade Jade 140 005,000 ticks (1.39 mins) 38 0% 840 Silver
    Legendary Uranium Uranium 12 001,900 ticks (31.67 secs) 188 0% 935 Silver
    Legendary Wood Wood 24 000,700 ticks (11.67 secs) 49 100% 193 Silver