Difference between revisions of "Rest"
(Updated formatting in several places. Added columns to a couple tables with more information. Added analysis section for converting a given rest effectiveness and rest rate multiplier into the percentage of a day that a pawn can stay awake and still get enough sleep to reach 100% rest again.) |
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! Rest change per game day | ! Rest change per game day | ||
! Time between previous and next thresholds | ! Time between previous and next thresholds | ||
+ | ! Time since 100% rest | ||
|- | |- | ||
− | | Rested | + | | Rested (100 => 28) |
| -0.2375% | | -0.2375% | ||
| -95% | | -95% | ||
− | | ~0.758 | + | | ~0.758 days / ~18.189 hours |
+ | | ~0.758 days / ~18.189 hours | ||
|- | |- | ||
− | | Tired | + | | Tired (28 => 14) |
| -0.16625% | | -0.16625% | ||
| -66.5% | | -66.5% | ||
− | | ~0.211 | + | | ~0.211 days / ~5.053 hours |
+ | | ~0.968 days / ~23.242 hours | ||
|- | |- | ||
− | | Very Tired | + | | Very Tired (14 => 1) |
| -0.07125% | | -0.07125% | ||
| -28.5% | | -28.5% | ||
− | | ~0.456 | + | | ~0.456 days / ~10.947 hours |
+ | | ~1.425 days / ~34.189 hours | ||
|- | |- | ||
− | | Exhausted | + | | Exhausted (1 => 0) |
| -0.1425% | | -0.1425% | ||
| -57% | | -57% | ||
− | | ~0.018 | + | | ~0.018 days / ~0.421 hours |
+ | | ~1.442 days / ~34.611 hours | ||
|} | |} | ||
====Positive==== | ====Positive==== | ||
− | 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. At 100% Rest Effectiveness and 100% Rest Rate Multiplier, a character requires 10.5 hours (26,250 ticks) to full rest from 0% to 100%. |
− | + | Every 150 ticks (2.5 seconds at 1x speed), rest increases by 100% * (Ticks in interval (150) / Ticks Per Game Day (60000)) * (Hours per day (24) / Sleep Hours for Full (10.5)) * Rest Effectiveness * Rest Rate Multiplier | |
+ | = 100% * (150 * 24) / (60000 * 10.5) * Rest Effectiveness * Rest Rate Multiplier | ||
+ | = (100%/175) * Rest Effectiveness * Rest Rate Multiplier | ||
= ~0.57143% * Rest Effectiveness * Rest Rate Multiplier | = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier | ||
− | + | 175 of these 150-tick intervals is the 26,250 ticks (10.5 in-game hours) required to fully rest from 0%. | |
− | + | ====Multipliers==== | |
+ | [[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.) | ||
− | Metabolism has a .3 weight | + | *Blood Pumping has a .3 weight |
+ | *Metabolism has a .3 weight | ||
+ | *Breathing has a .3 weight | ||
− | + | [[Rest Effectiveness]] depends on the object the character is sleeping on: | |
− | |||
− | |||
− | Rest Effectiveness depends on the object the character is sleeping on: | ||
{|class="wikitable" | {|class="wikitable" | ||
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! Rest Effectiveness at Normal quality | ! Rest Effectiveness at Normal quality | ||
! Rest increase per 150 ticks | ! Rest increase per 150 ticks | ||
− | ! Rest increase per | + | ! Rest increase per full 24-hour game day |
− | |||
|- | |- | ||
| Sleeping Spot or Ground | | Sleeping Spot or Ground | ||
| 0.8 | | 0.8 | ||
| ~0.45714% | | ~0.45714% | ||
− | |||
| ~182.857% | | ~182.857% | ||
|- | |- | ||
Line 93: | Line 98: | ||
| 0.95 | | 0.95 | ||
| ~0.54286% | | ~0.54286% | ||
− | |||
| ~217.143% | | ~217.143% | ||
|- | |- | ||
Line 99: | Line 103: | ||
| 1.0 | | 1.0 | ||
| ~0.57143% | | ~0.57143% | ||
− | |||
| ~228.571% | | ~228.571% | ||
|- | |- | ||
Line 105: | Line 108: | ||
| 1.05 | | 1.05 | ||
| 0.6% | | 0.6% | ||
− | |||
| 240% | | 240% | ||
|} | |} | ||
Line 138: | Line 140: | ||
|} | |} | ||
− | Therefore, when a character reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest: | + | Therefore, when a character with 100% Rest Rate Multiplier reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest: |
{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
! Object | ! Object | ||
− | ! | + | ! Ticks to Full Rest |
+ | ! Hours to Full Rest | ||
+ | ! % of Day to Full Rest | ||
|- | |- | ||
− | | Sleeping Spot | + | | Sleeping Spot / Ground (0.8) |
− | | | + | | 23,625 |
+ | | 9.45 | ||
+ | | 39.375% | ||
|- | |- | ||
− | | Normal Bed | + | | Normal Bed (1.0) |
− | | | + | | 18,900 |
+ | | 7.56 | ||
+ | | 31.5% | ||
|- | |- | ||
− | | Legendary Royal Bed | + | | Legendary Royal Bed (1.05 * 1.6 = 1.68) |
− | | | + | | 11,250 |
+ | | 4.5 | ||
+ | | 18.75% | ||
|} | |} | ||
+ | |||
+ | ====Analysis==== | ||
+ | There exists a balance point for every type/quality of bed (and character, if that character has offsets to Rest Rate Multiplier or Rest Fall Rate), in which the hours spent sleeping and the hours spent awake during a 24-hour period precisely balance. This is ultimately a piecewise equation, as the rest fall rate is piecewise based on the current rest level (see above). We can ignore the Exhausted category, as a character must spend >24 hours awake (if starting at 100% rest) before reaching that threshold. | ||
+ | |||
+ | As long as the character is awake for less than 18.189 hours per day, however, this is a single-part equation, as the character will never reach Tired. The percentage of the day that the character may stay awake, expressed as a decimal value, with a given RestMult (equal to Rest Effectiveness * Rest Rate Multiplier) is reached by solving the following equation for %DayAwake: | ||
+ | |||
+ | 0.95 * %DayAwake = (1 - %DayAwake) * (24/10.5) * RestMult | ||
+ | |||
+ | This gives the following equation: | ||
+ | |||
+ | %DayAwake = (320 * RestMult) / (320 * RestMult + 133) | ||
+ | |||
+ | At 1.0 RestMult (normal unmodified character in a normal quality regular bed), this gives a value of 70.64% of the day awake, or ~16.95 hours. Higher RestMults will grant more hours per day awake per this equation, up to 18.189 hours (75.789% of the day) awake. | ||
+ | |||
+ | Beyond that point, we need a piecewise equation. The RestMult needed to be awake for 18.189 hours per day (0.75789 %DayAwake) is 1.301, which can be achieved with only a masterwork Royal Bed. After this point, we can use a fixed value for the ~75% of the day awake before hitting Tired, which results in a 72% drop in rest, and then compute the remainder of the time awake off of the rest fall rate when Tired (66.5% per day rather than 95% per day). This can be found by solving: | ||
+ | |||
+ | 0.72 + (%DayAwake - (0.72/0.95))*0.665 = (1 - %DayAwake) * (24/10.5) * RestMult | ||
+ | |||
+ | This gives: | ||
+ | |||
+ | %DayAwake = (16000*RestMult - 1512) / (16000*RestMult + 4655) | ||
+ | |||
+ | At 1.3125 RestMult (an unmodified character in a masterwork Royal Bed), which is just past the threshold where this equation is needed, this gives a value of 75.962% 0f the day awake, or 18.231 hours. | ||
+ | |||
+ | At 1.68 Rest Effectiveness (the legendary quality Royal Bed in the table above) and a character with the Quick Sleeper trait (+50% Rest Rate Multiplier), a Bionic Heart (+25% Blood Pumping = +7.5% Rest Rate Multiplier), and a Bionic or Royalty stomach (all of which are +25% part efficiency -> +12.5% Metabolism -> +3.75% Rest Rate Multiplier), for a net of 1.6125 Rest Rate Multiplier, the RestMult = 1.68 * 1.6125 = 2.709. At that level, the character can be awake for 87.152% of the day, or 20.916 hours. | ||
+ | |||
+ | In theory, there also exists a point at which the Exhausted piece of the equation becomes a factor, but this would require a pawn to be awake for at least 96.84% of the day (23.242 hours). This would require a RestMult of at least 11.915 (ie. 1191.5%), which is impossible to hit in the base game (and even with most mod setups), and thus can be ignored. | ||
+ | |||
+ | If the character is using a [[Circadian assistant]], their rest fall rate is reduced by 20%, meaning it takes 25% longer to reach each threshold. The equations in this case must be re-derived (derivation is left as an exercise for the reader), but the simple answer is: | ||
+ | |||
+ | * A character otherwise unmodified except for the Circadian Assistant, using a normal quality bed, can be awake for ~75.047% of the day (~18.011 hours), about 6.3% more of the day than without the implant. | ||
+ | * An otherwise-unmodified character in a masterwork Royal Bed can be awake for ~79.787% of a day (~19.149 hours), about 5% more of the day. | ||
+ | * The above bionically-modified Quick Sleeper pawn in a legendary quality Royal Bed, with the addition of a Circadian Assistant, could be awake for ~89.068% of a day (~21.376 hours), about 2.2% more of the day. | ||
+ | * None of these characters would ever reach "Tired", which takes ~94.737% of a day, or ~22.737 hours, with a Circadian Assistant installed. | ||
== See Also== | == See Also== |
Revision as of 02:08, 27 July 2021
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 | Time since 100% rest |
---|---|---|---|---|
Rested (100 => 28) | -0.2375% | -95% | ~0.758 days / ~18.189 hours | ~0.758 days / ~18.189 hours |
Tired (28 => 14) | -0.16625% | -66.5% | ~0.211 days / ~5.053 hours | ~0.968 days / ~23.242 hours |
Very Tired (14 => 1) | -0.07125% | -28.5% | ~0.456 days / ~10.947 hours | ~1.425 days / ~34.189 hours |
Exhausted (1 => 0) | -0.1425% | -57% | ~0.018 days / ~0.421 hours | ~1.442 days / ~34.611 hours |
Positive
When a character rests in a bed, their Rest value increases over time. At 100% Rest Effectiveness and 100% Rest Rate Multiplier, a character requires 10.5 hours (26,250 ticks) to full rest from 0% to 100%.
Every 150 ticks (2.5 seconds at 1x speed), rest increases by 100% * (Ticks in interval (150) / Ticks Per Game Day (60000)) * (Hours per day (24) / Sleep Hours for Full (10.5)) * Rest Effectiveness * Rest Rate Multiplier = 100% * (150 * 24) / (60000 * 10.5) * Rest Effectiveness * Rest Rate Multiplier = (100%/175) * Rest Effectiveness * Rest Rate Multiplier = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier
175 of these 150-tick intervals is the 26,250 ticks (10.5 in-game hours) required to fully rest from 0%.
Multipliers
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.)
- Blood Pumping has a .3 weight
- Metabolism has a .3 weight
- Breathing has a .3 weight
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 24-hour game day |
---|---|---|---|
Sleeping Spot or Ground | 0.8 | ~0.45714% | ~182.857% |
Bedroll | 0.95 | ~0.54286% | ~217.143% |
Bed | 1.0 | ~0.57143% | ~228.571% |
Royal Bed | 1.05 | 0.6% | 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 with 100% Rest Rate Multiplier reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest:
Object | Ticks to Full Rest | Hours to Full Rest | % of Day to Full Rest |
---|---|---|---|
Sleeping Spot / Ground (0.8) | 23,625 | 9.45 | 39.375% |
Normal Bed (1.0) | 18,900 | 7.56 | 31.5% |
Legendary Royal Bed (1.05 * 1.6 = 1.68) | 11,250 | 4.5 | 18.75% |
Analysis
There exists a balance point for every type/quality of bed (and character, if that character has offsets to Rest Rate Multiplier or Rest Fall Rate), in which the hours spent sleeping and the hours spent awake during a 24-hour period precisely balance. This is ultimately a piecewise equation, as the rest fall rate is piecewise based on the current rest level (see above). We can ignore the Exhausted category, as a character must spend >24 hours awake (if starting at 100% rest) before reaching that threshold.
As long as the character is awake for less than 18.189 hours per day, however, this is a single-part equation, as the character will never reach Tired. The percentage of the day that the character may stay awake, expressed as a decimal value, with a given RestMult (equal to Rest Effectiveness * Rest Rate Multiplier) is reached by solving the following equation for %DayAwake:
0.95 * %DayAwake = (1 - %DayAwake) * (24/10.5) * RestMult
This gives the following equation:
%DayAwake = (320 * RestMult) / (320 * RestMult + 133)
At 1.0 RestMult (normal unmodified character in a normal quality regular bed), this gives a value of 70.64% of the day awake, or ~16.95 hours. Higher RestMults will grant more hours per day awake per this equation, up to 18.189 hours (75.789% of the day) awake.
Beyond that point, we need a piecewise equation. The RestMult needed to be awake for 18.189 hours per day (0.75789 %DayAwake) is 1.301, which can be achieved with only a masterwork Royal Bed. After this point, we can use a fixed value for the ~75% of the day awake before hitting Tired, which results in a 72% drop in rest, and then compute the remainder of the time awake off of the rest fall rate when Tired (66.5% per day rather than 95% per day). This can be found by solving:
0.72 + (%DayAwake - (0.72/0.95))*0.665 = (1 - %DayAwake) * (24/10.5) * RestMult
This gives:
%DayAwake = (16000*RestMult - 1512) / (16000*RestMult + 4655)
At 1.3125 RestMult (an unmodified character in a masterwork Royal Bed), which is just past the threshold where this equation is needed, this gives a value of 75.962% 0f the day awake, or 18.231 hours.
At 1.68 Rest Effectiveness (the legendary quality Royal Bed in the table above) and a character with the Quick Sleeper trait (+50% Rest Rate Multiplier), a Bionic Heart (+25% Blood Pumping = +7.5% Rest Rate Multiplier), and a Bionic or Royalty stomach (all of which are +25% part efficiency -> +12.5% Metabolism -> +3.75% Rest Rate Multiplier), for a net of 1.6125 Rest Rate Multiplier, the RestMult = 1.68 * 1.6125 = 2.709. At that level, the character can be awake for 87.152% of the day, or 20.916 hours.
In theory, there also exists a point at which the Exhausted piece of the equation becomes a factor, but this would require a pawn to be awake for at least 96.84% of the day (23.242 hours). This would require a RestMult of at least 11.915 (ie. 1191.5%), which is impossible to hit in the base game (and even with most mod setups), and thus can be ignored.
If the character is using a Circadian assistant, their rest fall rate is reduced by 20%, meaning it takes 25% longer to reach each threshold. The equations in this case must be re-derived (derivation is left as an exercise for the reader), but the simple answer is:
- A character otherwise unmodified except for the Circadian Assistant, using a normal quality bed, can be awake for ~75.047% of the day (~18.011 hours), about 6.3% more of the day than without the implant.
- An otherwise-unmodified character in a masterwork Royal Bed can be awake for ~79.787% of a day (~19.149 hours), about 5% more of the day.
- The above bionically-modified Quick Sleeper pawn in a legendary quality Royal Bed, with the addition of a Circadian Assistant, could be awake for ~89.068% of a day (~21.376 hours), about 2.2% more of the day.
- None of these characters would ever reach "Tired", which takes ~94.737% of a day, or ~22.737 hours, with a Circadian Assistant installed.
See Also
Pawn Sleeping furniture:
- Sleeping spot - a free method to designate a place to sleep, but uncomfortable with terrible rest effectivness.
- Double sleeping spot - a sleeping spot equvialent bed that allows up to two pawns to sleep together.
- Bedroll - a portable, lower tech version of the bed that provides less comfort and rest effectivness.
- Double bedroll - a bedroll equvialent bed that allows up to two pawns to sleep together.
- Double bed - a bed equvialent bed that allows up to two pawns to sleep.
- Royal bed - an expensive double bed that provides additional comfort and rest effectiveness.
- Hospital bed - a bed equivalent with a larger immunity gain speed factor
- Animal sleeping spot - An animal-only equivalent to the sleeping spot
- Animal sleeping box - An animal-only bed with stats equivalent to the bedroll
- Animal bed - An animal-only bed equivalent to the bed.