Difference between revisions of "Sleeping spot"
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− | + | {{Infobox main|furniture | |
− | |name = Sleeping spot | + | | name = Sleeping spot |
− | |image = | + | | image = Sleeping spot.png |
− | |description = | + | | description = Designates a spot on the ground where people should sleep. Not comfortable. |
− | |type = | + | | type = Building |
− | |type2 = | + | | type2 = Furniture |
− | |placeable = | + | | placeable = true |
− | |size = 1| | + | | passability = standable |
− | | | + | | minifiable = false |
− | |comfort = 0.4 | + | | size = 1 ˣ 2 |
− | }} | + | | surgery success chance factor = 0.7 |
+ | | immunity gain speed factor = 1 | ||
+ | | comfort = 0.4 | ||
+ | | terrain affordance = light | ||
+ | | work to make = 0 | ||
+ | | rest effectiveness = 0.8 | ||
+ | | has quality = false | ||
+ | }} | ||
+ | {{Info|'''Sleeping spots''' are used to designate a particular patch of ground for your pawns to sleep on. Although technically [[furniture]], they require no [[materials]] to build, and take no time to construct or destroy.}} | ||
+ | == Acquisition == | ||
+ | Sleeping spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. They can be placed even when the game is paused. | ||
− | {{ | + | == Summary == |
+ | {{For|a description of mechanics shared by all sleep furniture|Sleep furniture#Mechanics{{!}}Sleep furniture mechanics}} | ||
+ | {{PAGENAME}}s are a form of [[sleep furniture]]. One pawn can sleep on one at a time. | ||
− | Sleeping spots provide a | + | Sleeping spots can direct pawns to sleep where you want them to. They provide a little more comfort than simply sleeping on the ground. However, sleeping spots do not increase [[Rest Effectiveness]] and pawns will still gain a {{--|4}} ''Slept on the ground'' [[mood]]let for sleeping on a spot. Spots do not benefit from [[end table]]s or [[dresser]]s. |
− | + | === Rest Effectiveness === | |
+ | [[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast, and thus require 125% time to sleep. | ||
+ | {{Rest Effectiveness Quality Table}} | ||
+ | |||
+ | === Comfort === | ||
+ | [[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. | ||
+ | Sleeping spots do not benefit from [[end table]]s or [[dresser]]s. | ||
+ | |||
+ | {{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. Most beds and bedrolls have a base value of 100%, which is multiplied by [[quality]]. Construction material does not matter. Sleeping spots have no quality, and are always considered to have a ×100% multiplier to their base value. | ||
+ | |||
+ | {{Surgery Success Chance Factor Quality Table}} | ||
+ | |||
+ | === Healing === | ||
+ | A pawn resting in a {{lc:{{PAGENAME}}}} will have their [[Immunity Gain Speed]] multiplied by {{Good|x{{P|Immunity Gain Speed Factor}}}} and heal an additional {{+|4}} HP from [[injury|injuries]] per day. | ||
+ | |||
+ | == Analysis == | ||
+ | Sleeping spots are helpful for [[New Tribe]] scenarios. [[Bedroll]]s require fabric or leather, which often isn't feasible to obtain when first creating a colony. [[Bed]]s require [[Research#Complex Furniture|Complex Furniture]], which New Tribes do not start with. Colonists will still gain a {{--|4}} ''Slept on the ground'' [[mood]]let for sleeping on a spot, but placing spots inside an enclosed [[room]] will at least prevent the ''Slept outside'' moodlet. | ||
+ | |||
+ | As temporary beds, sleeping spots have many uses. They can instantly make a room into a [[prison]], or increase capacity of a prison, allowing you to capture [[raider]]s. They can be used when a colony is out on a [[caravan]]. Sleeping spots can also be used to tend right after battle. Note that a [[draft]]ed colonist can tend to others anywhere, without them needing to lay down. | ||
+ | |||
+ | Sleeping spots also have a niche for prisons as [[prisoner]] mood matters less, and it reduces the risk of damage during [[mental breaks|mental]] and [[prison break]]s. With [[Ideology]] enabled, low mood can even trigger a [[crisis of belief]] {{IdeologyIcon}} that may be beneficial to conversion attempts. | ||
+ | |||
+ | === Sleep comparison === | ||
+ | Both [[bed]]s and bedrolls are superior to sleeping spots. A normal [[quality]], non-stone bed will make sleep 25% more effective, which saves 1 hour in a 24 hour schedule. Using a bed or bedroll also increases all of: Immunity Gain Speed, Comfort, and Surgery Success Chance. Even an awful quality bedroll is superior in every bed stat. | ||
+ | |||
+ | On day 1, placing sleeping spots can let you get other, more important things set up first. As mentioned above, Tribal starts can't make beds and can't make bedrolls easily. Finally, starts with extreme scarcity (such as in [[Biomes#Sea ice|Sea ice]]) can make it too difficult to build a bed at all. | ||
+ | |||
+ | Otherwise, it's best for your colonists to upgrade quickly. For many players, avoiding the -4 mood penalty for sleeping on the ground is already worth it. | ||
+ | |||
+ | {{Nav|furniture|wide}} | ||
− | |||
− | |||
− | |||
[[Category:Furniture]] | [[Category:Furniture]] | ||
+ | [[Category:Sleep furniture]] |
Latest revision as of 23:35, 16 February 2024
Sleeping spot
Designates a spot on the ground where people should sleep. Not comfortable.
Base Stats
Building
- Size
- 1 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- standable
- Terrain Affordance
- Light
- Surgery Success Chance Factor
- 0.7
- Immunity Gain Speed Factor
- 1
- Rest Effectiveness
- 0.8
- Comfort
- 0.4
Creation
- Work To Make
- 0 ticks (0 secs)
- Has Quality
- False
Sleeping spots are used to designate a particular patch of ground for your pawns to sleep on. Although technically furniture, they require no materials to build, and take no time to construct or destroy.
Acquisition[edit]
Sleeping spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. They can be placed even when the game is paused.
Summary[edit]
Sleeping spots are a form of sleep furniture. One pawn can sleep on one at a time.
Sleeping spots can direct pawns to sleep where you want them to. They provide a little more comfort than simply sleeping on the ground. However, sleeping spots do not increase Rest Effectiveness and pawns will still gain a −4 Slept on the ground moodlet for sleeping on a spot. Spots do not benefit from end tables or dressers.
Rest Effectiveness[edit]
Rest Effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast, and thus require 125% time to sleep.
Sleeping spot | ||
---|---|---|
Rest effectiveness | 80% (13.13 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. Sleeping spots do not benefit from end tables or dressers.
Sleeping spot | |
---|---|
Comfort | 40% |
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. Most beds and bedrolls have a base value of 100%, which is multiplied by quality. Construction material does not matter. Sleeping spots have no quality, and are always considered to have a ×100% multiplier to their base value.
Sleeping spot | |
---|---|
Surgery Success Chance Factor | 70% |
This table assumes the sleeping spot is inside a clean, properly lit room. For the full effects of light, cleanliness and placing the sleeping spot outside see Surgery Success Chance Factor.
Healing[edit]
A pawn resting in a sleeping spot will have their Immunity Gain Speed multiplied by ×1 and heal an additional +4 HP from injuries per day.
Analysis[edit]
Sleeping spots are helpful for New Tribe scenarios. Bedrolls require fabric or leather, which often isn't feasible to obtain when first creating a colony. Beds require Complex Furniture, which New Tribes do not start with. Colonists will still gain a −4 Slept on the ground moodlet for sleeping on a spot, but placing spots inside an enclosed room will at least prevent the Slept outside moodlet.
As temporary beds, sleeping spots have many uses. They can instantly make a room into a prison, or increase capacity of a prison, allowing you to capture raiders. They can be used when a colony is out on a caravan. Sleeping spots can also be used to tend right after battle. Note that a drafted colonist can tend to others anywhere, without them needing to lay down.
Sleeping spots also have a niche for prisons as prisoner mood matters less, and it reduces the risk of damage during mental and prison breaks. With Ideology enabled, low mood can even trigger a crisis of belief that may be beneficial to conversion attempts.
Sleep comparison[edit]
Both beds and bedrolls are superior to sleeping spots. A normal quality, non-stone bed will make sleep 25% more effective, which saves 1 hour in a 24 hour schedule. Using a bed or bedroll also increases all of: Immunity Gain Speed, Comfort, and Surgery Success Chance. Even an awful quality bedroll is superior in every bed stat.
On day 1, placing sleeping spots can let you get other, more important things set up first. As mentioned above, Tribal starts can't make beds and can't make bedrolls easily. Finally, starts with extreme scarcity (such as in Sea ice) can make it too difficult to build a bed at all.
Otherwise, it's best for your colonists to upgrade quickly. For many players, avoiding the -4 mood penalty for sleeping on the ground is already worth it.