Rest
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Sleep accelerator and circadian assistant effects should be reflect in math.. |
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 | Mood Debuff |
---|---|---|
Rested | >= 28% | None |
Drowsy | >=14% and <28% | −6 |
Tired | >=1% and <14% | −12 |
Exhausted | <=1% | −18 |
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.
Threshold range | Rest change per 150 ticks | Rest change per game day | Real time in state[1] | Game time in state[2] | Real time since 100% rest[3] | Game time since 100% rest[4] | |
---|---|---|---|---|---|---|---|
Rested | 100% - 28% | 0.237% | 95% | 45,474 ticks (12.63 mins) | 18.189 hours | 0 ticks (0 secs) | 0 hours |
Drowsy | 28% - 14% | 0.166% | 66% | 12,632 ticks (3.51 mins) | 5.053 hours | 45,474 ticks (12.63 mins) | 18.189 hours |
Tired | 14% - 1% | 0.071% | 28% | 27,368 ticks (7.6 mins) | 10.947 hours | 58,105 ticks (16.14 mins) | 23.242 hours |
Exhausted | 1% - 0% | 0.142% | 57% | - | - | 85,474 ticks (23.74 mins) | 34.189 hours |
- ↑ Real time spent in the state before crossing the lower threshold, assuming no rest is gained
- ↑ Game time spent in the state before crossing the lower threshold, assuming no rest is gained
- ↑ Real time spent before entering the state, assuming no rest is gained and the starting rest is 100%
- ↑ Game time spent before entering the state, assuming no rest is gained and the starting rest is 100%
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 1.5*1.075*1.0375 = 1.673 Rest Rate Multiplier, the RestMult = 1.68 * 1.673 = 2.811. At that level, the character can be awake for 87.573% of the day, or 21.017 hours.
In theory, there also exists a point at which the Very Tired 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 ~89.421% of a day (~21.461 hours), about 2.1% 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.
Comparison tables
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Underconstruction
Header text | 80% | 86% | 90% | 92% | 97% | 100% | 105% | 108% | 113% | 114% | 116% | 120% | 124% | 125% | 129% | 131% | 135% | 140% | 146% | 151% | 154% | 160% | 168% | 169% | 175% | 216% | 224% |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Example | Example | Example | |||||||||||||||||||||||||
Example | Example | Example | |||||||||||||||||||||||||
Example | Example | Example |
104% (bionic stomach)
107% (bionic heart)
111 (bionic both)
118% (bionic stomach+luci)
122% (bionic heart+luci)
126 (bionic both+luci)
156% (bionic stomach+quick sleeper)
161% (bionic heart+quick sleeper)
166 (bionic both+quick sleeper)
177% (bionic stomach+luci+quick sleeper)
183% (bionic heart+luci+quick sleeper)
190% (bionic both+luci+quick sleeper)
215 (bionic both+luci+quick sleeper+Fibrous)
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 furniture:
- 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.