Difference between revisions of "Double bed"

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{{Stub}}{{infobox main|furniture|
+
{{Infobox main|furniture
 
| name = Double bed
 
| name = Double bed
| image = Double bed.png|Double bed
+
| image = Double bed.png
| description = A simple double-wide bed that fits two people.
+
| description = A simple double-wide bed that fits two people.
| type = Furniture  
+
| type = Building
| placeable = Yes
+
| type2 = Furniture
 +
| tech level = Medieval
 +
| placeable = true
 +
| path cost = 42
 +
| passability = pass through only
 +
| cover = 0.4
 +
| minifiable = true
 
| size = 2 ˣ 2
 
| size = 2 ˣ 2
| beauty = 2
 
 
| mass base = 50
 
| mass base = 50
| stuff tags = Metallic, Woody, Stony
+
| flammability = 1
| research = Complex Furniture
 
| resource 1 = Stuff
 
| resource 1 amount = 85
 
| marketvalue =
 
 
| hp = 200
 
| hp = 200
| work to make = 1500
+
| sell price multiplier = 0.7
 +
| beauty = 2
 
| rest effectiveness = 1
 
| rest effectiveness = 1
 
| immunity gain speed factor = 1.07
 
| immunity gain speed factor = 1.07
 +
| surgery success chance factor = 1
 
| comfort = 0.75
 
| comfort = 0.75
| cover = 0.4
+
| terrain affordance = light
| flammability = 1
+
| facility = end table, dresser, sleep accelerator
 +
| research = Complex furniture
 +
| work to make = 1500
 +
| stuff tags = Metallic, Woody, Stony
 +
| resource 1 = Stuff
 +
| resource 1 amount = 85
 +
| has quality = True
 
}}
 
}}
{{#set:
+
A '''double bed''' costs almost twice as much as a regular [[bed]], and provides the same rest. They are a good alternative if you have married colonists or lovers, who will get a mood penalty if not sleeping together.
facility = dresser
 
|facility = end table
 
}}
 
A '''double bed''' costs twice as much as a regular [[bed]], yet provides the same rest. They are a good alternative if you have married colonists or lovers, who will get a mood penalty if not sleeping together.
 
  
== Acquisition ==  
+
== Acquisition ==
Constructing a double bed requires [[Research#Complex furniture|Complex Furniture]] to be researched, {{required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.
+
{{Acquisition}}
  
==Analysis==  
+
== Summary ==  
??Compared to other beds ....?
+
{{For|a description of mechanics shared by all sleep furniture|Sleep furniture#Mechanics{{!}}Sleep furniture mechanics}}
 +
{{PAGENAME}}s are a form of [[sleep furniture]]. Up to two pawns can sleep on one at a time.  
 +
=== Rest Effectiveness ===
 +
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep.  
  
=== Rest Effectiveness ===
+
Rest effectiveness varies by [[quality]] and material. With the notable exception of [[jade]], stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level. Jade can safely be used to make beds with extremely high beauty and value.  
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 125% faster, and thus require 80% of the time to sleep.
+
{{Rest Effectiveness Quality Table}}
Rest effectiveness varies by [[quality]] and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.
 
<div><li style="display: inline-table;">
 
{{#vardefine:baseresteffectiveness| {{formatnum:{{Q|{{PAGENAME}}|Rest Effectiveness}}|R}}}}
 
{| {{STDT| sortable c_08 text-center}}
 
! Material
 
!data-sort-type="number"| Awful
 
!data-sort-type="number"| Poor
 
!data-sort-type="number"| Normal
 
!data-sort-type="number"| Good
 
!data-sort-type="number"| Excellent
 
!data-sort-type="number"| Masterwork
 
!data-sort-type="number"| Legendary
 
|-
 
! Non-Stone and Jade
 
| {{#expr:{{#var:baseresteffectiveness}}*0.86*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*0.92*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.00*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.08*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.14*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.25*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.60*100 round 0}}%
 
|-
 
! Stone except Jade
 
| {{#expr:{{#var:baseresteffectiveness}}*0.86*0.9*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*0.92*0.9*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.00*0.9*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.08*0.9*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.14*0.9*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.25*0.9*100 round 0}}%
 
| {{#expr:{{#var:baseresteffectiveness}}*1.60*0.9*100 round 0}}%
 
|}
 
</li><div>
 
  
 
=== Comfort ===
 
=== Comfort ===
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.
+
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed 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. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.
 
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.
 
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.
 
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.
 +
{{Comfort Quality Table}}
 +
 +
=== Surgery Success Chance Factor ===
 +
The [[Surgery Success Chance Factor]] is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds and bedrolls having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.
 +
 +
{{Surgery Success Chance Factor Quality Table}}
 +
 +
=== Healing ===
 +
A pawn resting in a {{lc:{{PAGENAME}}}} of any quality will have their [[Immunity Gain Speed]] multiplied by {{Good|x{{P|Immunity Gain Speed Factor}}}} and heal an additional {{+|8}} HP from [[injury|injuries]] per day.
 +
 +
== Analysis ==
 +
{{For|a more complete discussion of "beds"|Bed#Analysis}}
 +
Double beds are just a [[bed]] that two can share; all stats and in-game effects are otherwise the same. Colonists get a {{--|5}} moodlet for sleeping with someone they have 0 [[opinion]] of (changing by +/- 1 for every 20 opinion). Conversely, pawns in a relationship will do [[Lovin']] in a double bed, and will become upset when they aren't assigned to the same room.
  
<div><li style="display: inline-table;">
+
Double beds are ~.94 times as much work as making two standard "single" beds, and require 5 less material. However, because of the mood penalty, you should just build regular beds unless a relationship happens.
{{#vardefine:basecomfort| {{formatnum:{{Q|{{PAGENAME}}|Comfort Base}}|R}}}}
 
{| {{STDT| sortable c_15 text-center}}
 
! [[Quality]]
 
!data-sort-type="number"| Awful
 
!data-sort-type="number"| Poor
 
!data-sort-type="number"| Normal
 
!data-sort-type="number"| Good
 
!data-sort-type="number"| Excellent
 
!data-sort-type="number"| Masterwork
 
!data-sort-type="number"| Legendary
 
|-
 
![[Comfort]]
 
| {{#expr:{{#var:basecomfort}}*0.76 round 2}}
 
| {{#expr:{{#var:basecomfort}}*0.88 round 2}}
 
| {{#expr:{{#var:basecomfort}}*1.00 round 2}}
 
| {{#expr:{{#var:basecomfort}}*1.12 round 2}}
 
| {{#expr:{{#var:basecomfort}}*1.24 round 2}}
 
| {{#expr:{{#var:basecomfort}}*1.45 round 2}}
 
| {{#expr:{{#var:basecomfort}}*1.70 round 2}}
 
|-
 
!<small>+ End Table & Dresser</small>
 
| {{#expr:({{#var:basecomfort}}+0.1)*0.76 round 2}}
 
| {{#expr:({{#var:basecomfort}}+0.1)*0.88 round 2}}
 
| {{#expr:({{#var:basecomfort}}+0.1)*1.00 round 2}}
 
| {{#expr:({{#var:basecomfort}}+0.1)*1.12 round 2}}
 
| {{#expr:({{#var:basecomfort}}+0.1)*1.24 round 2}}
 
| {{#expr:({{#var:basecomfort}}+0.1)*1.45 round 2}}
 
| {{#expr:({{#var:basecomfort}}+0.1)*1.70 round 2}}
 
|}
 
</li><div>
 
  
=== Surgery Success Chance Factor===
+
{{Building Stats Table}}
The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.
 
  
<div><li style="display: inline-table;">
+
== Version history ==
{{#vardefine:basesurgerychancefactor| 100 }}
+
* [[Version/0.13.1135|0.13.1135]] - Added. Colonists in relationships can now share beds.
{| {{STDT| sortable c_10 text-center}}
 
! [[Quality]]
 
!data-sort-type="number"| Awful
 
!data-sort-type="number"| Poor
 
!data-sort-type="number"| Normal
 
!data-sort-type="number"| Good
 
!data-sort-type="number"| Excellent
 
!data-sort-type="number"| Masterwork
 
!data-sort-type="number"| Legendary
 
|-
 
!Surgery Success Chance Factor
 
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}
 
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}
 
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}}
 
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}
 
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}
 
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}
 
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}
 
|}
 
</li><div>
 
{{Building Material Table}}
 
  
==Version History==
+
{{Nav|furniture|wide}}
* [[Version/0.13.1135|0.13.1135]] - Added.  Colonists in relationships can now share beds.
+
[[Category:Furniture]] [[Category:Sleep furniture]]
<noinclude>
 
{{nav|furniture|wide}}
 
</noinclude>
 
[[Category:Furniture]]
 
[[Category:Environment]]
 

Latest revision as of 04:37, 10 February 2024

Double bed

Double bed

A simple double-wide bed that fits two people.

Base Stats

Type
BuildingFurniture
Tech Level
Medieval
Mass
50 kg
Beauty
2
HP
200
Flammability
100%
Path Cost
42 (24%)

Building

Size
2 × 2
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Light
Facility
End table, Dresser, Sleep accelerator
Surgery Success Chance Factor
1
Immunity Gain Speed Factor
1.07
Rest Effectiveness
1
Comfort
0.75

Creation

Required Research
Complex furniture
Work To Make
1,500 ticks (25 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 85
Deconstruct yield
Stuff 42 - 43
Destroy yield
Stuff 21 - 22
Technical
Has Quality
True


A double bed costs almost twice as much as a regular bed, and provides the same rest. They are a good alternative if you have married colonists or lovers, who will get a mood penalty if not sleeping together.

Acquisition[edit]

Double beds can be constructed once the complex furniture research project has been completed. Each requires Stuff 85 Stuff (Metallic/Woody/Stony, 850 for SMVs) and 1,500 ticks (25 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.

Summary[edit]

Double beds are a form of sleep furniture. Up to two pawns can sleep on one at a time.

Rest Effectiveness[edit]

Rest Effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep.

Rest effectiveness varies by quality and material. With the notable exception of jade, stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level. Jade can safely be used to make beds with extremely high beauty and value.

  • Material Awful Poor Normal Good Excellent Masterwork Legendary
    Non-Stone and Jade 86%
    (12.21 h)
    92%
    (11.41 h)
    100%
    (10.5 h)
    108%
    (9.72 h)
    114%
    (9.21 h)
    125%
    (8.4 h)
    160%
    (6.56 h)
    Non-Stone and Jade
    + Sleep accelerator Content added by the Ideology DLC
    116%
    (9.04 h)
    124%
    (8.45 h)
    135%
    (7.78 h)
    146%
    (7.2 h)
    154%
    (6.82 h)
    169%
    (6.22 h)
    216%
    (4.86 h)
    Stone except Jade 77%
    (13.57 h)
    83%
    (12.68 h)
    90%
    (11.67 h)
    97%
    (10.8 h)
    103%
    (10.23 h)
    113%
    (9.33 h)
    144%
    (7.29 h)
    Stone except Jade
    + Sleep accelerator Content added by the Ideology DLC
    108%
    (9.77 h)
    115%
    (9.13 h)
    125%
    (8.4 h)
    135%
    (7.78 h)
    143%
    (7.37 h)
    156%
    (6.72 h)
    200%
    (5.25 h)
  • Bracketed numbers are in-game hours to refill rest from 0% to 100% at the given rest effectiveness.

    Comfort[edit]

    Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed 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. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from. An adjacent end table and a nearby dresser will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Comfort 57% 66% 75% 84% 93% 109% 128%
    + End Table 61% 70% 80% 90% 99% 116% 136%
    + Dresser 61% 70% 80% 90% 99% 116% 136%
    + End Table & Dresser 65% 75% 85% 95% 105% 123% 145%
  • Surgery Success Chance Factor[edit]

    The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds and bedrolls having a base value of 100%, the sleeping spot a lower value of 70%, and the hospital bed a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Surgery Success Chance Factor 90% 95% 100% 105% 110% 115% 130%
  • This table assumes the double bed is inside a clean, properly lit room. For the full effects of light, cleanliness and placing the double bed outside see Surgery Success Chance Factor.

    Healing[edit]

    A pawn resting in a double bed of any quality will have their Immunity Gain Speed multiplied by ×1.07 and heal an additional +8 HP from injuries per day.

    Analysis[edit]

    Double beds are just a bed that two can share; all stats and in-game effects are otherwise the same. Colonists get a −5 moodlet for sleeping with someone they have 0 opinion of (changing by +/- 1 for every 20 opinion). Conversely, pawns in a relationship will do Lovin' in a double bed, and will become upset when they aren't assigned to the same room.

    Double beds are ~.94 times as much work as making two standard "single" beds, and require 5 less material. However, because of the mood penalty, you should just build regular beds unless a relationship happens.

    Stats table

    Feature Toggle
    QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Double bed Double bed Beauty Comfort Rest
    effectiveness
    [A]
    Surgery
    success
    chance
    factor [B]
    Work to Build HP Flamma­bility Market
    Value
    Quality Material
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 0 0.57 73% (14.36 h) 90% 003,750 ticks (1.04 mins) 400 75% 39 Silver
    Awful Gold Gold -3 0.57 86% (12.21 h) 90% 001,350 ticks (22.5 secs) 120 40% 4,250 Silver
    Awful Granite blocks Granite blocks 0 0.57 77% (13.57 h) 90% 009,140 ticks (2.54 mins) 340 0% 55 Silver
    Awful Limestone blocks Limestone blocks 0 0.57 77% (13.57 h) 90% 009,140 ticks (2.54 mins) 310 0% 55 Silver
    Awful Marble blocks Marble blocks 0 0.57 77% (13.57 h) 90% 008,390 ticks (2.33 mins) 240 0% 53 Silver
    Awful Plasteel Plasteel 0 0.57 86% (12.21 h) 90% 003,300 ticks (55 secs) 560 0% 390 Silver
    Awful Sandstone blocks Sandstone blocks 0 0.57 77% (13.57 h) 90% 007,640 ticks (2.12 mins) 280 0% 52 Silver
    Awful Silver Silver -1 0.57 86% (12.21 h) 90% 001,500 ticks (25 secs) 140 40% 430 Silver
    Awful Slate blocks Slate blocks 0 0.57 77% (13.57 h) 90% 009,140 ticks (2.54 mins) 260 0% 55 Silver
    Awful Steel Steel 0 0.57 86% (12.21 h) 90% 001,500 ticks (25 secs) 200 40% 83 Silver
    Awful Jade Jade -1 0.57 86% (12.21 h) 90% 007,500 ticks (2.08 mins) 100 0% 225 Silver
    Awful Uranium Uranium 0 0.57 86% (12.21 h) 90% 002,850 ticks (47.5 secs) 500 0% 260 Silver
    Awful Wood Wood 0 0.57 86% (12.21 h) 90% 001,050 ticks (17.5 secs) 130 100% 53 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 0 0.66 78% (13.43 h) 95% 003,750 ticks (1.04 mins) 400 75% 58 Silver
    Poor Gold Gold 14 0.66 92% (11.41 h) 95% 001,350 ticks (22.5 secs) 120 40% 6,380 Silver
    Poor Granite blocks Granite blocks 1 0.66 83% (12.68 h) 95% 009,140 ticks (2.54 mins) 340 0% 82 Silver
    Poor Limestone blocks Limestone blocks 1 0.66 83% (12.68 h) 95% 009,140 ticks (2.54 mins) 310 0% 82 Silver
    Poor Marble blocks Marble blocks 2 0.66 83% (12.68 h) 95% 008,390 ticks (2.33 mins) 240 0% 80 Silver
    Poor Plasteel Plasteel 1 0.66 92% (11.41 h) 95% 003,300 ticks (55 secs) 560 0% 585 Silver
    Poor Sandstone blocks Sandstone blocks 1 0.66 83% (12.68 h) 95% 007,640 ticks (2.12 mins) 280 0% 78 Silver
    Poor Silver Silver 5 0.66 92% (11.41 h) 95% 001,500 ticks (25 secs) 140 40% 640 Silver
    Poor Slate blocks Slate blocks 1 0.66 83% (12.68 h) 95% 009,140 ticks (2.54 mins) 260 0% 82 Silver
    Poor Steel Steel 1 0.66 92% (11.41 h) 95% 001,500 ticks (25 secs) 200 40% 125 Silver
    Poor Jade Jade 7 0.66 92% (11.41 h) 95% 007,500 ticks (2.08 mins) 100 0% 340 Silver
    Poor Uranium Uranium 0 0.66 92% (11.41 h) 95% 002,850 ticks (47.5 secs) 500 0% 390 Silver
    Poor Wood Wood 1 0.66 92% (11.41 h) 95% 001,050 ticks (17.5 secs) 130 100% 79 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 0 0.75 85% (12.35 h) 100% 003,750 ticks (1.04 mins) 400 75% 77 Silver
    Normal Gold Gold 28 0.75 100% (10.5 h) 100% 001,350 ticks (22.5 secs) 120 40% 8,505 Silver
    Normal Granite blocks Granite blocks 2 0.75 90% (11.67 h) 100% 009,140 ticks (2.54 mins) 340 0% 109 Silver
    Normal Limestone blocks Limestone blocks 2 0.75 90% (11.67 h) 100% 009,140 ticks (2.54 mins) 310 0% 109 Silver
    Normal Marble blocks Marble blocks 4 0.75 90% (11.67 h) 100% 008,390 ticks (2.33 mins) 240 0% 107 Silver
    Normal Plasteel Plasteel 2 0.75 100% (10.5 h) 100% 003,300 ticks (55 secs) 560 0% 775 Silver
    Normal Sandstone blocks Sandstone blocks 2 0.75 90% (11.67 h) 100% 007,640 ticks (2.12 mins) 280 0% 104 Silver
    Normal Silver Silver 10 0.75 100% (10.5 h) 100% 001,500 ticks (25 secs) 140 40% 855 Silver
    Normal Slate blocks Slate blocks 2 0.75 90% (11.67 h) 100% 009,140 ticks (2.54 mins) 260 0% 109 Silver
    Normal Steel Steel 2 0.75 100% (10.5 h) 100% 001,500 ticks (25 secs) 200 40% 167 Silver
    Normal Jade Jade 15 0.75 100% (10.5 h) 100% 007,500 ticks (2.08 mins) 100 0% 450 Silver
    Normal Uranium Uranium 1 0.75 100% (10.5 h) 100% 002,850 ticks (47.5 secs) 500 0% 520 Silver
    Normal Wood Wood 2 0.75 100% (10.5 h) 100% 001,050 ticks (17.5 secs) 130 100% 106 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 1 0.84 92% (11.44 h) 105% 003,750 ticks (1.04 mins) 400 75% 97 Silver
    Good Gold Gold 56 0.84 108% (9.72 h) 105% 001,350 ticks (22.5 secs) 120 40% 9,005 Silver
    Good Granite blocks Granite blocks 4 0.84 97% (10.8 h) 105% 009,140 ticks (2.54 mins) 340 0% 137 Silver
    Good Limestone blocks Limestone blocks 4 0.84 97% (10.8 h) 105% 009,140 ticks (2.54 mins) 310 0% 137 Silver
    Good Marble blocks Marble blocks 7 0.84 97% (10.8 h) 105% 008,390 ticks (2.33 mins) 240 0% 133 Silver
    Good Plasteel Plasteel 4 0.84 108% (9.72 h) 105% 003,300 ticks (55 secs) 560 0% 970 Silver
    Good Sandstone blocks Sandstone blocks 4 0.84 97% (10.8 h) 105% 007,640 ticks (2.12 mins) 280 0% 130 Silver
    Good Silver Silver 20 0.84 108% (9.72 h) 105% 001,500 ticks (25 secs) 140 40% 1,070 Silver
    Good Slate blocks Slate blocks 4 0.84 97% (10.8 h) 105% 009,140 ticks (2.54 mins) 260 0% 137 Silver
    Good Steel Steel 4 0.84 108% (9.72 h) 105% 001,500 ticks (25 secs) 200 40% 210 Silver
    Good Jade Jade 30 0.84 108% (9.72 h) 105% 007,500 ticks (2.08 mins) 100 0% 565 Silver
    Good Uranium Uranium 2 0.84 108% (9.72 h) 105% 002,850 ticks (47.5 secs) 500 0% 650 Silver
    Good Wood Wood 4 0.84 108% (9.72 h) 105% 001,050 ticks (17.5 secs) 130 100% 132 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 1 0.93 97% (10.84 h) 110% 003,750 ticks (1.04 mins) 400 75% 116 Silver
    Excellent Gold Gold 84 0.93 114% (9.21 h) 110% 001,350 ticks (22.5 secs) 120 40% 9,505 Silver
    Excellent Granite blocks Granite blocks 6 0.93 103% (10.23 h) 110% 009,140 ticks (2.54 mins) 340 0% 164 Silver
    Excellent Limestone blocks Limestone blocks 6 0.93 103% (10.23 h) 110% 009,140 ticks (2.54 mins) 310 0% 164 Silver
    Excellent Marble blocks Marble blocks 11 0.93 103% (10.23 h) 110% 008,390 ticks (2.33 mins) 240 0% 160 Silver
    Excellent Plasteel Plasteel 6 0.93 114% (9.21 h) 110% 003,300 ticks (55 secs) 560 0% 1,165 Silver
    Excellent Sandstone blocks Sandstone blocks 7 0.93 103% (10.23 h) 110% 007,640 ticks (2.12 mins) 280 0% 156 Silver
    Excellent Silver Silver 30 0.93 114% (9.21 h) 110% 001,500 ticks (25 secs) 140 40% 1,285 Silver
    Excellent Slate blocks Slate blocks 7 0.93 103% (10.23 h) 110% 009,140 ticks (2.54 mins) 260 0% 164 Silver
    Excellent Steel Steel 6 0.93 114% (9.21 h) 110% 001,500 ticks (25 secs) 200 40% 250 Silver
    Excellent Jade Jade 45 0.93 114% (9.21 h) 110% 007,500 ticks (2.08 mins) 100 0% 680 Silver
    Excellent Uranium Uranium 3 0.93 114% (9.21 h) 110% 002,850 ticks (47.5 secs) 500 0% 780 Silver
    Excellent Wood Wood 6 0.93 114% (9.21 h) 110% 001,050 ticks (17.5 secs) 130 100% 159 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 2 1.09 106% (9.88 h) 115% 003,750 ticks (1.04 mins) 400 75% 193 Silver
    Masterwork Gold Gold 140 1.09 125% (8.4 h) 115% 001,350 ticks (22.5 secs) 120 40% 10,505 Silver
    Masterwork Granite blocks Granite blocks 10 1.09 113% (9.33 h) 115% 009,140 ticks (2.54 mins) 340 0% 275 Silver
    Masterwork Limestone blocks Limestone blocks 10 1.09 113% (9.33 h) 115% 009,140 ticks (2.54 mins) 310 0% 275 Silver
    Masterwork Marble blocks Marble blocks 18 1.09 113% (9.33 h) 115% 008,390 ticks (2.33 mins) 240 0% 265 Silver
    Masterwork Plasteel Plasteel 10 1.09 125% (8.4 h) 115% 003,300 ticks (55 secs) 560 0% 1,940 Silver
    Masterwork Sandstone blocks Sandstone blocks 11 1.09 113% (9.33 h) 115% 007,640 ticks (2.12 mins) 280 0% 260 Silver
    Masterwork Silver Silver 50 1.09 125% (8.4 h) 115% 001,500 ticks (25 secs) 140 40% 2,140 Silver
    Masterwork Slate blocks Slate blocks 11 1.09 113% (9.33 h) 115% 009,140 ticks (2.54 mins) 260 0% 275 Silver
    Masterwork Steel Steel 10 1.09 125% (8.4 h) 115% 001,500 ticks (25 secs) 200 40% 415 Silver
    Masterwork Jade Jade 75 1.09 125% (8.4 h) 115% 007,500 ticks (2.08 mins) 100 0% 1,130 Silver
    Masterwork Uranium Uranium 5 1.09 125% (8.4 h) 115% 002,850 ticks (47.5 secs) 500 0% 1,300 Silver
    Masterwork Wood Wood 10 1.09 125% (8.4 h) 115% 001,050 ticks (17.5 secs) 130 100% 265 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 4 1.28 136% (7.72 h) 130% 003,750 ticks (1.04 mins) 400 75% 385 Silver
    Legendary Gold Gold 224 1.28 160% (6.56 h) 130% 001,350 ticks (22.5 secs) 120 40% 11,505 Silver
    Legendary Granite blocks Granite blocks 16 1.28 144% (7.29 h) 130% 009,140 ticks (2.54 mins) 340 0% 545 Silver
    Legendary Limestone blocks Limestone blocks 16 1.28 144% (7.29 h) 130% 009,140 ticks (2.54 mins) 310 0% 545 Silver
    Legendary Marble blocks Marble blocks 30 1.28 144% (7.29 h) 130% 008,390 ticks (2.33 mins) 240 0% 535 Silver
    Legendary Plasteel Plasteel 16 1.28 160% (6.56 h) 130% 003,300 ticks (55 secs) 560 0% 3,775 Silver
    Legendary Sandstone blocks Sandstone blocks 18 1.28 144% (7.29 h) 130% 007,640 ticks (2.12 mins) 280 0% 520 Silver
    Legendary Silver Silver 80 1.28 160% (6.56 h) 130% 001,500 ticks (25 secs) 140 40% 3,855 Silver
    Legendary Slate blocks Slate blocks 18 1.28 144% (7.29 h) 130% 009,140 ticks (2.54 mins) 260 0% 545 Silver
    Legendary Steel Steel 16 1.28 160% (6.56 h) 130% 001,500 ticks (25 secs) 200 40% 835 Silver
    Legendary Jade Jade 120 1.28 160% (6.56 h) 130% 007,500 ticks (2.08 mins) 100 0% 2,260 Silver
    Legendary Uranium Uranium 8 1.28 160% (6.56 h) 130% 002,850 ticks (47.5 secs) 500 0% 2,600 Silver
    Legendary Wood Wood 16 1.28 160% (6.56 h) 130% 001,050 ticks (17.5 secs) 130 100% 530 Silver
  • A Bracketed numbers are in-game hours to refill rest to 100% from 0% at the given rest effectiveness.
    B This assumes the double bed is inside a clean, properly lit room. For the full effects of light, cleanliness and placing a double bed outside see Surgery Success Chance Factor.

    Version history[edit]

    • 0.13.1135 - Added. Colonists in relationships can now share beds.