Difference between revisions of "Animal sleeping spot"
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− | + | {{Infobox main|furniture | |
− | {{ | + | | name = Animal sleeping spot |
− | |name = Animal sleeping spot | + | | image = Animal_sleeping_spot.png |
− | |image = Animal_sleeping_spot.png | + | | description = Designates a spot on the ground where animals should sleep. |
− | |description = Designates a spot on the ground where | + | | type = Building |
− | |type | + | | type2 = Furniture |
− | |placeable = | + | | placeable = true |
− | |size = 1 ˣ 1 | + | | blockswind = false |
+ | | passability = standable | ||
+ | | minifiable = false | ||
+ | | size = 1 ˣ 1 | ||
+ | | surgery success chance factor = 0.7 | ||
+ | | immunity gain speed factor = 1 | ||
+ | | comfort = 0 | ||
+ | | terrain affordance = light | ||
+ | | work to make = 0 | ||
+ | | rest effectiveness = 0.8 | ||
+ | | has quality = false | ||
}} | }} | ||
− | + | '''Animal sleeping spots''', like human [[sleeping spot]]s, require no materials and can be instantly placed and deconstructed. It can fit any animal. A sleeping spot is functionally equivalent to sleeping on the ground. | |
+ | == Acquisition == | ||
+ | Animal 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. | ||
− | + | == Summary == | |
+ | Sleeping spots can be used to direct animals where to sleep. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area. | ||
+ | === 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 125% faster, and thus require 80% of the time to sleep. | ||
− | + | {{Rest Effectiveness 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 on the spot. The base value depends on the building type and [[quality]], but not material. Both the animal sleeping box and animal bed have a base value of 100%, while the animal sleeping spot has a lower value of 70%. | ||
+ | |||
+ | {{Surgery Success Chance Factor Quality Table}} | ||
+ | |||
+ | == Analysis == | ||
+ | Sleeping spots can be used to direct animals where to sleep. For example, place sleeping spots in a [[roof]]ed area during a [[toxic fallout]], a heated area in extreme cold (most animals are comfortable up to {{Temperature|-50}}), or near your [[corpse]]s for carnivorous animals. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area, making it a convenient way to control their behavior in a way you otherwise couldn't without a [[pen]] and an animal handler to rope them. | ||
+ | |||
+ | Animals will rest in a valid sleeping area if they are [[sick]]. Therefore, placing a sleeping spot will allow them to rest during the day. Being tired decreases [[Immunity Gain Speed]]. | ||
+ | |||
+ | === Sleeping comparison === | ||
+ | Compared to a normal [[quality]], non-stone [[animal sleeping box]], the sleeping spot requires 18% more sleep. Compared to a normal quality [[animal bed]], the sleeping spot requires 25% more sleep. The better the quality, the more sleep time saved. However, in practice, animal sleeping time is almost entirely negligible. Most animal products are created even while sleeping, and even for haulers, the impact is quite small. | ||
+ | |||
+ | Therefore, creating a box/bed is mostly useful for health recovery, surgeries and [[Immunity Gain Speed]]. Of those, animals rarely require surgery. Meanwhile, the immunity boost is rather small (+7% for animal bed, of any quality); animals are more resistant against diseases like [[infection]], so this mostly helps for healing battle wounds and the [[plague]]. | ||
+ | |||
+ | On the plus side, both animal boxes and animal beds are fairly cheap. The latter can be created for only {{Icon Small|cloth||40}} [[cloth]] or other fabric, which is easy to grow in a temperate [[biome]] and not that expensive to [[trade]] for. | ||
+ | |||
+ | == Version history == | ||
+ | * [[Version/0.12.906|0.12.906]] - Added | ||
+ | |||
+ | {{Nav|furniture|wide}} | ||
[[Category:Furniture]] | [[Category:Furniture]] | ||
+ | [[Category:Sleep furniture]] |
Latest revision as of 10:38, 16 December 2023
Animal sleeping spot
Designates a spot on the ground where animals should sleep.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- standable
- Blocks Wind
- False
- Terrain Affordance
- Light
- Surgery Success Chance Factor
- 0.7
- Immunity Gain Speed Factor
- 1
- Rest Effectiveness
- 0.8
- Comfort
- 0
Creation
- Work To Make
- 0 ticks (0 secs)
- Has Quality
- False
Animal sleeping spots, like human sleeping spots, require no materials and can be instantly placed and deconstructed. It can fit any animal. A sleeping spot is functionally equivalent to sleeping on the ground.
Acquisition[edit]
Animal 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.
Summary[edit]
Sleeping spots can be used to direct animals where to sleep. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area.
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 125% faster, and thus require 80% of the time to sleep.
Animal 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.
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 on the spot. The base value depends on the building type and quality, but not material. Both the animal sleeping box and animal bed have a base value of 100%, while the animal sleeping spot has a lower value of 70%.
Animal sleeping spot | |
---|---|
Surgery Success Chance Factor | 70% |
This table assumes the animal sleeping spot is inside a clean, properly lit room. For the full effects of light, cleanliness and placing the animal sleeping spot outside see Surgery Success Chance Factor.
Analysis[edit]
Sleeping spots can be used to direct animals where to sleep. For example, place sleeping spots in a roofed area during a toxic fallout, a heated area in extreme cold (most animals are comfortable up to -50 °C (-58 °F)), or near your corpses for carnivorous animals. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area, making it a convenient way to control their behavior in a way you otherwise couldn't without a pen and an animal handler to rope them.
Animals will rest in a valid sleeping area if they are sick. Therefore, placing a sleeping spot will allow them to rest during the day. Being tired decreases Immunity Gain Speed.
Sleeping comparison[edit]
Compared to a normal quality, non-stone animal sleeping box, the sleeping spot requires 18% more sleep. Compared to a normal quality animal bed, the sleeping spot requires 25% more sleep. The better the quality, the more sleep time saved. However, in practice, animal sleeping time is almost entirely negligible. Most animal products are created even while sleeping, and even for haulers, the impact is quite small.
Therefore, creating a box/bed is mostly useful for health recovery, surgeries and Immunity Gain Speed. Of those, animals rarely require surgery. Meanwhile, the immunity boost is rather small (+7% for animal bed, of any quality); animals are more resistant against diseases like infection, so this mostly helps for healing battle wounds and the plague.
On the plus side, both animal boxes and animal beds are fairly cheap. The latter can be created for only 40 cloth or other fabric, which is easy to grow in a temperate biome and not that expensive to trade for.
Version history[edit]
- 0.12.906 - Added