Dining chair

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Dining chair

Dining chair

A comfortable and attractive chair. Can be used at tables, work stations, and elsewhere.

Base Stats

Type
BuildingFurniture
Mass
5 kg
Beauty
8
HP
100
Flammability
100%
Path Cost
30 (30%)

Building

Size
1 × 1
Minifiable
True
Placeable
True
Cover Effectiveness
35%
Terrain Affordance
Light
Comfort
0.7

Creation

Required Research
Complex furniture
Skill Required
Construction 4
Work To Make
8,000 ticks (2.22 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 45
Deconstruct yield
Stuff 22 - 23
Destroy yield
Stuff 11 - 12

A dining chair is a type of furniture which your colonists can sit on. Dining chairs can be placed at tables to allow your colonists to eat there; in front of televisions to let them watch; or in front of production benches to provide comfort as they work, improving their mood and allowing them to work longer before needing a break.

When of equivalent quality, it is more comfortable than a stool but less comfortable than an armchair.

Acquisition

Constructing a dining chair requires Complex Furniture to be researched, a construction skill of 4 and Stuff 45 Stuff (Metallic/Woody, 450 for SMVs) in 8,000 ticks (2.22 mins).

Unlike stools, chairs cannot be made of stone.

Summary

Comfort

Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect. Comfort varies by quality but not material. Dining chairs of the same quality level will all have the same quality, regardless of what they're constructed from.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Comfort 53% 62% 70% 78% 87% 102% 119%
  • Analysis

    Dining chairs are middle-tier seating, between stools and armchairs in quality. Stools are less comforable, take less time and resources to make, and can also be made from stone. Armchairs are more comforable, but can only be made from textiles.

    Some form of seating is essential for dining, will help prevent the −3 Uncomfortable moodlet. High quality chairs will even give a mood buff when sat on. A normal quality dining chair will maintain the +4 Comfortable buff if sat on all day, while a masterwork chair can reach +10 all day. This is equal to permanently drinking 2 beers a day, without the increased social fights or addiction chance.

    Comfort is gained for the duration a colonist sits on the chair. Therefore, prioritize your higher-quality chairs for sedentary jobs, like stoves or research benches. Objects that see less continous use, like telescopes or tables, should be given lesser priority.

    Eventually, you should upgrade to armchairs, especially for the aformentioned production and research benches. While a masterwork dining chair provides maximum comfort, an excellent armchair provides the same comfort, and is significantly easier to create. While masterwork/legendary dining chairs should be kept, switching or skipping to armchairs for this purpose is suggested.

    Stats table

    Feature Toggle
    QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Dining chair Dining chair Beauty Comfort Work to Build HP Flamma­bility Market
    Value
    Quality Material
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 0 0.53 020,000 ticks (5.56 mins) 200 75% 53 Silver
    Awful Gold Gold -5 0.53 007,200 ticks (2 mins) 60 40% 2,265 Silver
    Awful Plasteel Plasteel -1 0.53 017,600 ticks (4.89 mins) 280 0% 235 Silver
    Awful Silver Silver -2 0.53 008,000 ticks (2.22 mins) 70 40% 240 Silver
    Awful Steel Steel -1 0.53 008,000 ticks (2.22 mins) 100 40% 57 Silver
    Awful Uranium Uranium 0 0.53 015,200 ticks (4.22 mins) 250 0% 162 Silver
    Awful Wood Wood -1 0.53 005,600 ticks (1.56 mins) 65 100% 37 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 1 0.62 020,000 ticks (5.56 mins) 200 75% 79 Silver
    Poor Gold Gold 26 0.62 007,200 ticks (2 mins) 60 40% 3,395 Silver
    Poor Plasteel Plasteel 4 0.62 017,600 ticks (4.89 mins) 280 0% 350 Silver
    Poor Silver Silver 11 0.62 008,000 ticks (2.22 mins) 70 40% 360 Silver
    Poor Steel Steel 4 0.62 008,000 ticks (2.22 mins) 100 40% 86 Silver
    Poor Uranium Uranium 2 0.62 015,200 ticks (4.22 mins) 250 0% 245 Silver
    Poor Wood Wood 4 0.62 005,600 ticks (1.56 mins) 65 100% 56 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 2 0.7 020,000 ticks (5.56 mins) 200 75% 106 Silver
    Normal Gold Gold 52 0.7 007,200 ticks (2 mins) 60 40% 4,525 Silver
    Normal Plasteel Plasteel 8 0.7 017,600 ticks (4.89 mins) 280 0% 470 Silver
    Normal Silver Silver 22 0.7 008,000 ticks (2.22 mins) 70 40% 480 Silver
    Normal Steel Steel 8 0.7 008,000 ticks (2.22 mins) 100 40% 114 Silver
    Normal Uranium Uranium 4 0.7 015,200 ticks (4.22 mins) 250 0% 325 Silver
    Normal Wood Wood 8 0.7 005,600 ticks (1.56 mins) 65 100% 74 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 4 0.78 020,000 ticks (5.56 mins) 200 75% 132 Silver
    Good Gold Gold 104 0.78 007,200 ticks (2 mins) 60 40% 5,025 Silver
    Good Plasteel Plasteel 16 0.78 017,600 ticks (4.89 mins) 280 0% 585 Silver
    Good Silver Silver 44 0.78 008,000 ticks (2.22 mins) 70 40% 600 Silver
    Good Steel Steel 16 0.78 008,000 ticks (2.22 mins) 100 40% 143 Silver
    Good Uranium Uranium 8 0.78 015,200 ticks (4.22 mins) 250 0% 405 Silver
    Good Wood Wood 16 0.78 005,600 ticks (1.56 mins) 65 100% 93 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 6 0.87 020,000 ticks (5.56 mins) 200 75% 159 Silver
    Excellent Gold Gold 156 0.87 007,200 ticks (2 mins) 60 40% 5,525 Silver
    Excellent Plasteel Plasteel 24 0.87 017,600 ticks (4.89 mins) 280 0% 705 Silver
    Excellent Silver Silver 66 0.87 008,000 ticks (2.22 mins) 70 40% 720 Silver
    Excellent Steel Steel 24 0.87 008,000 ticks (2.22 mins) 100 40% 171 Silver
    Excellent Uranium Uranium 12 0.87 015,200 ticks (4.22 mins) 250 0% 485 Silver
    Excellent Wood Wood 24 0.87 005,600 ticks (1.56 mins) 65 100% 111 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 10 1.02 020,000 ticks (5.56 mins) 200 75% 265 Silver
    Masterwork Gold Gold 260 1.02 007,200 ticks (2 mins) 60 40% 6,525 Silver
    Masterwork Plasteel Plasteel 40 1.02 017,600 ticks (4.89 mins) 280 0% 1,170 Silver
    Masterwork Silver Silver 110 1.02 008,000 ticks (2.22 mins) 70 40% 1,195 Silver
    Masterwork Steel Steel 40 1.02 008,000 ticks (2.22 mins) 100 40% 285 Silver
    Masterwork Uranium Uranium 20 1.02 015,200 ticks (4.22 mins) 250 0% 810 Silver
    Masterwork Wood Wood 40 1.02 005,600 ticks (1.56 mins) 65 100% 186 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 16 1.19 020,000 ticks (5.56 mins) 200 75% 530 Silver
    Legendary Gold Gold 416 1.19 007,200 ticks (2 mins) 60 40% 7,525 Silver
    Legendary Plasteel Plasteel 64 1.19 017,600 ticks (4.89 mins) 280 0% 2,340 Silver
    Legendary Silver Silver 176 1.19 008,000 ticks (2.22 mins) 70 40% 2,395 Silver
    Legendary Steel Steel 64 1.19 008,000 ticks (2.22 mins) 100 40% 570 Silver
    Legendary Uranium Uranium 32 1.19 015,200 ticks (4.22 mins) 250 0% 1,625 Silver
    Legendary Wood Wood 64 1.19 005,600 ticks (1.56 mins) 65 100% 370 Silver
  • Styles

    Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

    Version history