Difference between revisions of "Rest"
m (clean up) |
(Update to 1.0 values, normalize on rest % and 150 ticks, add pawn rest rate multiplier, add bed quality rest effectiveness, add time b/w previous & next thresholds for negative rest changes) |
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− | + | __NOTOC__ | |
− | '''Rest''' is the game mechanic that controls [[Characters]]' needs for sleep. A character with a higher rest value has slept recently, and is less tired than another character with a low rest level. | + | |
+ | '''Rest''' is the game mechanic that controls [[Characters]]' [[needs]] for sleep. A character with a higher rest value has slept recently, and is less tired than another character with a low rest level. | ||
==Levels of Rest== | ==Levels of Rest== | ||
Line 12: | Line 13: | ||
|- | |- | ||
| Rested | | Rested | ||
− | | | + | | >= 28% |
|- | |- | ||
| Tired | | Tired | ||
− | | | + | | >=14% and <28% |
|- | |- | ||
| Very Tired | | Very Tired | ||
− | | | + | | >=1% and <14% |
|- | |- | ||
| Exhausted | | Exhausted | ||
− | | | + | | <=1% |
|} | |} | ||
− | Rest caps at 100. | + | Rest caps at 0% and 100%. |
==Rest Changes== | ==Rest Changes== | ||
====Negative==== | ====Negative==== | ||
− | When awake, rest goes down every | + | When awake, rest goes down every 150 ticks (1/400 of a game day) depending on the character's current rest. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Rest | + | ! Rest threshold |
− | ! | + | ! Rest change per 150 ticks |
− | ! | + | ! Rest change per game day |
+ | ! Time between previous and next thresholds | ||
|- | |- | ||
| Rested | | Rested | ||
− | | -0. | + | | -0.2375% |
− | | - | + | | -95% |
+ | | ~0.758 game days (100 => 28) | ||
|- | |- | ||
| Tired | | Tired | ||
− | | -0. | + | | -0.16625% |
− | | - | + | | -66.5% |
+ | | ~0.211 game days (28 => 14) | ||
|- | |- | ||
| Very Tired | | Very Tired | ||
− | | -0. | + | | -0.07125% |
− | | - | + | | -28.5% |
+ | | ~0.456 game days (14 => 1) | ||
|- | |- | ||
| Exhausted | | Exhausted | ||
− | | -0. | + | | -0.1425% |
− | | - | + | | -57% |
+ | | ~0.018 game days (1 => 0) | ||
|} | |} | ||
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When a character rests in a bed, their Rest value increases over time. | When a character rests in a bed, their Rest value increases over time. | ||
− | Each | + | Each 150 ticks, rest increases by 150 * 100% / Full Sleep Hours Per Day (10.5 / 24) / Ticks Per Game Day (60000) * Rest Effectiveness * Rest Rate Multiplier |
+ | = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier | ||
+ | |||
+ | Rest Rate Multiplier is a character (pawn) stat that defaults at 1.0 and is based off blood pumping, metabolism, and breathing capacities (and thus is affected by relevant injuries, bionics, etc.) | ||
Rest Effectiveness depends on the object the character is sleeping on: | Rest Effectiveness depends on the object the character is sleeping on: | ||
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|- | |- | ||
! Object | ! Object | ||
− | ! Rest Effectiveness | + | ! Rest Effectiveness at Normal quality |
− | ! Rest | + | ! Rest increase per 150 ticks |
− | ! Rest | + | ! Rest increase per "full sleep game hours" (10.5) |
+ | ! Rest increase per game day | ||
|- | |- | ||
− | | Sleeping Spot | + | | Sleeping Spot or Ground |
− | | 0. | + | | 0.8 |
− | | 0. | + | | ~0.45714% |
− | | | + | | 80% |
+ | | ~182.857% | ||
|- | |- | ||
| Bedroll | | Bedroll | ||
− | | 0. | + | | 0.95 |
− | | 0. | + | | ~0.54286% |
− | | | + | | 95% |
+ | | ~217.143% | ||
|- | |- | ||
| Bed | | Bed | ||
| 1.0 | | 1.0 | ||
− | | 0. | + | | ~0.57143% |
− | | | + | | 100% |
+ | | ~228.571% | ||
|- | |- | ||
| Royal Bed | | Royal Bed | ||
| 1.05 | | 1.05 | ||
− | | 0. | + | | 0.6% |
− | | | + | | 105% |
+ | | 240% | ||
|} | |} | ||
+ | and the [[quality]] of that object: | ||
− | Therefore, when a character reaches the Tired threshold ( | + | {|class="wikitable" |
+ | |- | ||
+ | ! Quality | ||
+ | ! Rest Effectiveness Multiplier | ||
+ | |- | ||
+ | | Awful | ||
+ | | 0.86 | ||
+ | |- | ||
+ | | Poor | ||
+ | | 0.92 | ||
+ | |- | ||
+ | | Normal | ||
+ | | 1.0 | ||
+ | |- | ||
+ | | Good | ||
+ | | 1.08 | ||
+ | |- | ||
+ | | Excellent | ||
+ | | 1.14 | ||
+ | |- | ||
+ | | Masterwork | ||
+ | | 1.25 | ||
+ | |- | ||
+ | | Legendary | ||
+ | | 1.6 | ||
+ | |} | ||
+ | |||
+ | Therefore, when a character reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest: | ||
{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
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! Time from Tired to Full Rest | ! Time from Tired to Full Rest | ||
|- | |- | ||
− | | Sleeping Spot | + | | Sleeping Spot or Ground |
− | | | + | | 0.39375 game days |
|- | |- | ||
− | | Bed | + | | Normal Bed |
− | | | + | | 0.315 game days |
|- | |- | ||
− | | Royal Bed | + | | Legendary Royal Bed |
− | | | + | | 0.1875 game days |
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category:Status Level]] | [[Category:Status Level]] |
Revision as of 12:09, 10 January 2020
Rest is the game mechanic that controls Characters' needs for sleep. A character with a higher rest value has slept recently, and is less tired than another character with a low rest level.
Levels of Rest
Characters' rest level is grouped into four thresholds: Rested, Tired, Very Tired, and Exhausted. Each threshold exhibits different effects on a character, especially their Thoughts. When a character's rest level is zero they may collapse from exhaustion; they will immediately begin sleeping on the ground wherever they are.
The rest levels are as follows:
Label | Rest |
---|---|
Rested | >= 28% |
Tired | >=14% and <28% |
Very Tired | >=1% and <14% |
Exhausted | <=1% |
Rest caps at 0% and 100%.
Rest Changes
Negative
When awake, rest goes down every 150 ticks (1/400 of a game day) depending on the character's current rest.
Rest threshold | Rest change per 150 ticks | Rest change per game day | Time between previous and next thresholds |
---|---|---|---|
Rested | -0.2375% | -95% | ~0.758 game days (100 => 28) |
Tired | -0.16625% | -66.5% | ~0.211 game days (28 => 14) |
Very Tired | -0.07125% | -28.5% | ~0.456 game days (14 => 1) |
Exhausted | -0.1425% | -57% | ~0.018 game days (1 => 0) |
Positive
When a character rests in a bed, their Rest value increases over time.
Each 150 ticks, rest increases by 150 * 100% / Full Sleep Hours Per Day (10.5 / 24) / Ticks Per Game Day (60000) * Rest Effectiveness * Rest Rate Multiplier = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier
Rest Rate Multiplier is a character (pawn) stat that defaults at 1.0 and is based off blood pumping, metabolism, and breathing capacities (and thus is affected by relevant injuries, bionics, etc.)
Rest Effectiveness depends on the object the character is sleeping on:
Object | Rest Effectiveness at Normal quality | Rest increase per 150 ticks | Rest increase per "full sleep game hours" (10.5) | Rest increase per game day |
---|---|---|---|---|
Sleeping Spot or Ground | 0.8 | ~0.45714% | 80% | ~182.857% |
Bedroll | 0.95 | ~0.54286% | 95% | ~217.143% |
Bed | 1.0 | ~0.57143% | 100% | ~228.571% |
Royal Bed | 1.05 | 0.6% | 105% | 240% |
and the quality of that object:
Quality | Rest Effectiveness Multiplier |
---|---|
Awful | 0.86 |
Poor | 0.92 |
Normal | 1.0 |
Good | 1.08 |
Excellent | 1.14 |
Masterwork | 1.25 |
Legendary | 1.6 |
Therefore, when a character reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest:
Object | Time from Tired to Full Rest |
---|---|
Sleeping Spot or Ground | 0.39375 game days |
Normal Bed | 0.315 game days |
Legendary Royal Bed | 0.1875 game days |