Difference between revisions of "Hospital bed"
(type: Furniture -> Building; type2: Health -> Furniture; placeable: Yes -> true; path cost: - -> 42; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; beauty: 0 -> -; surgery success chance factor: - -> 1.1; terrain affordance: - -> light; facility: - -> vitals monitor, end table, dresser, sleep accelerator; research: Hospital Bed -> Hospital bed;) |
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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. | ||
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=== Surgery Success Chance Factor=== | === Surgery Success Chance Factor=== |
Revision as of 04:05, 22 November 2021
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Hospital bed
A bed specially designed for use in hospitals. Adjustable for a patient and festooned with built-in equipment, it improves medical outcomes over normal beds.
Base Stats
Building
- Size
- 1 × 2
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 40%
- Terrain Affordance
- Light
- Facility
- Vitals monitor, End table, Dresser, Sleep accelerator
- Surgery Success Chance Factor
- 1.1
- Immunity Gain Speed Factor
- 1.11
- Rest Effectiveness
- 1
- Comfort
- 0.8
Creation
- Required Research
- Hospital bed
- Skill Required
- Construction 8
- Work To Make
- 2,800 ticks (46.67 secs)
- Stuff Tags
- Metallic
A hospital bed improves quality of medical treatments, boosts immunity gain speed to help recover from diseases faster, and speeds up healing from injuries. It can even boost medical tend quality above the normal maximum for that type of medicine, for example allowing 70%+ treatment quality from herbal medicine
When a colonist (that is injured or in need of an operation) is selected the player may right-click a hospital bed to direct the colonist there. Colonists that are sick or injured will sleep at a medical bed instead of their designated beds. A hospital bed can also be linked to a vitals monitor to further increase medical treatment quality and patient's immunity gain speed. The bonuses for immunity gain speed from a hospital bed and a vitals monitor stack, but a vitals monitor does not improve the recovery rate from injuries.
While resting on a hospital bed, colonists recover from injuries much faster than a normal bed or sleeping spot. The increased heal rate from using a hospital bed relative to a normal bed is equivalent to a +75% increase in tend quality (see injury for details).
It also increases the success rate of surgeries.
Acquisition
Constructing a hospital bed requires Hospital Bed to be researched and a construction skill of 8. It requires 40 Stuff (Metallic, 400 for SMVs), 80 Steel, 5 Components and is constructed in 2,800 ticks (46.67 secs).
Summary
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 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.
Quality | Awful | Poor | Normal | Good | Excellent | Masterwork | Legendary |
---|---|---|---|---|---|---|---|
Rest Effectiveness | 86% | 92% | 100% | 108% | 114% | 125% | 160% |
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 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 | 61% | 70% | 80% | 90% | 99% | 116% | 136% |
+ End Table | 65% | 75% | 85% | 95% | 105% | 123% | 145% |
+ Dresser | 65% | 75% | 85% | 95% | 105% | 123% | 145% |
+ End Table & Dresser | 68% | 79% | 90% | 101% | 112% | 131% | 153% |
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 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 | 99 | 104.5 | 110 | 115.5 | 121 | 126.5 | 143 |
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Comparison with other bed options needed. |
Stats table
Feature | Toggle |
---|---|
Quality |
Hospital bed | Beauty | Comfort | Rest effectiveness [A] |
Surgery success chance factor [B] |
Work to Build | HP | Flammability | Market Value | |
---|---|---|---|---|---|---|---|---|---|
Quality | Material | ||||||||
Awful | Bioferrite | 0 | 0.61 | 73% (14.36 h) | 99% | ticks (1.94 mins) | 7,000300 | 75% | 184 |
Awful | Gold | -2 | 0.61 | 86% (12.21 h) | 99% | ticks (42 secs) | 2,52090 | 40% | 2,160 |
Awful | Plasteel | 0 | 0.61 | 86% (12.21 h) | 99% | ticks (1.71 mins) | 6,160420 | 0% | 345 |
Awful | Silver | -1 | 0.61 | 86% (12.21 h) | 99% | ticks (46.67 secs) | 2,800105 | 40% | 360 |
Awful | Steel | 0 | 0.61 | 86% (12.21 h) | 99% | ticks (46.67 secs) | 2,800150 | 40% | 199 |
Awful | Uranium | 0 | 0.61 | 86% (12.21 h) | 99% | ticks (1.48 mins) | 5,320375 | 0% | 285 |
Poor | Bioferrite | 0 | 0.7 | 78% (13.43 h) | 105% | ticks (1.94 mins) | 7,000300 | 75% | 275 |
Poor | Gold | 10 | 0.7 | 92% (11.41 h) | 105% | ticks (42 secs) | 2,52090 | 40% | 3,240 |
Poor | Plasteel | 0 | 0.7 | 92% (11.41 h) | 105% | ticks (1.71 mins) | 6,160420 | 0% | 520 |
Poor | Silver | 3 | 0.7 | 92% (11.41 h) | 105% | ticks (46.67 secs) | 2,800105 | 40% | 540 |
Poor | Steel | 0 | 0.7 | 92% (11.41 h) | 105% | ticks (46.67 secs) | 2,800150 | 40% | 300 |
Poor | Uranium | 0 | 0.7 | 92% (11.41 h) | 105% | ticks (1.48 mins) | 5,320375 | 0% | 430 |
Normal | Bioferrite | 0 | 0.8 | 85% (12.35 h) | 110% | ticks (1.94 mins) | 7,000300 | 75% | 365 |
Normal | Gold | 20 | 0.8 | 100% (10.5 h) | 110% | ticks (42 secs) | 2,52090 | 40% | 4,320 |
Normal | Plasteel | 0 | 0.8 | 100% (10.5 h) | 110% | ticks (1.71 mins) | 6,160420 | 0% | 695 |
Normal | Silver | 6 | 0.8 | 100% (10.5 h) | 110% | ticks (46.67 secs) | 2,800105 | 40% | 720 |
Normal | Steel | 0 | 0.8 | 100% (10.5 h) | 110% | ticks (46.67 secs) | 2,800150 | 40% | 400 |
Normal | Uranium | 0 | 0.8 | 100% (10.5 h) | 110% | ticks (1.48 mins) | 5,320375 | 0% | 570 |
Good | Bioferrite | 0 | 0.9 | 92% (11.44 h) | 116% | ticks (1.94 mins) | 7,000300 | 75% | 460 |
Good | Gold | 40 | 0.9 | 108% (9.72 h) | 116% | ticks (42 secs) | 2,52090 | 40% | 4,820 |
Good | Plasteel | 0 | 0.9 | 108% (9.72 h) | 116% | ticks (1.71 mins) | 6,160420 | 0% | 870 |
Good | Silver | 12 | 0.9 | 108% (9.72 h) | 116% | ticks (46.67 secs) | 2,800105 | 40% | 905 |
Good | Steel | 0 | 0.9 | 108% (9.72 h) | 116% | ticks (46.67 secs) | 2,800150 | 40% | 500 |
Good | Uranium | 0 | 0.9 | 108% (9.72 h) | 116% | ticks (1.48 mins) | 5,320375 | 0% | 715 |
Excellent | Bioferrite | 0 | 0.99 | 97% (10.84 h) | 121% | ticks (1.94 mins) | 7,000300 | 75% | 550 |
Excellent | Gold | 60 | 0.99 | 114% (9.21 h) | 121% | ticks (42 secs) | 2,52090 | 40% | 5,320 |
Excellent | Plasteel | 0 | 0.99 | 114% (9.21 h) | 121% | ticks (1.71 mins) | 6,160420 | 0% | 1,040 |
Excellent | Silver | 18 | 0.99 | 114% (9.21 h) | 121% | ticks (46.67 secs) | 2,800105 | 40% | 1,085 |
Excellent | Steel | 0 | 0.99 | 114% (9.21 h) | 121% | ticks (46.67 secs) | 2,800150 | 40% | 595 |
Excellent | Uranium | 0 | 0.99 | 114% (9.21 h) | 121% | ticks (1.48 mins) | 5,320375 | 0% | 855 |
Masterwork | Bioferrite | 0 | 1.16 | 106% (9.88 h) | 127% | ticks (1.94 mins) | 7,000300 | 75% | 920 |
Masterwork | Gold | 100 | 1.16 | 125% (8.4 h) | 127% | ticks (42 secs) | 2,52090 | 40% | 6,320 |
Masterwork | Plasteel | 0 | 1.16 | 125% (8.4 h) | 127% | ticks (1.71 mins) | 6,160420 | 0% | 1,735 |
Masterwork | Silver | 30 | 1.16 | 125% (8.4 h) | 127% | ticks (46.67 secs) | 2,800105 | 40% | 1,805 |
Masterwork | Steel | 0 | 1.16 | 125% (8.4 h) | 127% | ticks (46.67 secs) | 2,800150 | 40% | 995 |
Masterwork | Uranium | 0 | 1.16 | 125% (8.4 h) | 127% | ticks (1.48 mins) | 5,320375 | 0% | 1,430 |
Legendary | Bioferrite | 0 | 1.36 | 136% (7.72 h) | 143% | ticks (1.94 mins) | 7,000300 | 75% | 1,835 |
Legendary | Gold | 160 | 1.36 | 160% (6.56 h) | 143% | ticks (42 secs) | 2,52090 | 40% | 7,320 |
Legendary | Plasteel | 0 | 1.36 | 160% (6.56 h) | 143% | ticks (1.71 mins) | 6,160420 | 0% | 3,470 |
Legendary | Silver | 48 | 1.36 | 160% (6.56 h) | 143% | ticks (46.67 secs) | 2,800105 | 40% | 3,610 |
Legendary | Steel | 0 | 1.36 | 160% (6.56 h) | 143% | ticks (46.67 secs) | 2,800150 | 40% | 1,990 |
Legendary | Uranium | 0 | 1.36 | 160% (6.56 h) | 143% | ticks (1.48 mins) | 5,320375 | 0% | 2,855 |
- A Bracketed numbers are in-game hours to refill rest to 100% from 0% at the given rest effectiveness.
- B This assumes the hospital bed is inside a clean, properly lit room without a vitals monitor. For the full effects of light, cleanliness, a vitals monitor and placing a hospital bed outside see Surgery Success Chance Factor.
Version history
Version | |
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Beta 19 |
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