Sleeping spot
Sleeping spot
Designates a spot on the ground where people should sleep. Not comfortable.
Base Stats
Building
- Size
- 1 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- standable
- Terrain Affordance
- Light
- Surgery Success Chance Factor
- 0.7
- Rest Effectiveness
- 0.8
- Comfort
- 0.4
Creation
- Work To Make
- 0 ticks (0 secs)
Sleeping spots are used to designate a particular patch of ground for your pawns to sleep on. Although technically furniture, they require no materials to build, and take no time to construct or destroy.
Acquisition
Sleeping spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. They can be placed even when the game is paused.
Summary
Sleeping spots can direct pawns to sleep where you want them to. They provide a little more comfort than simply sleeping on the ground. However, sleeping spots do not increase Rest Effectiveness and pawns will still gain a −4 Slept on the ground moodlet for sleeping on a spot. Spots do not benefit from end tables or dressers.
Rest Effectiveness
Rest Effectiveness is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 80% rest effectiveness would regain rest 80% as fast, and thus require 125% time to sleep
Rest Effectiveness |
---|
80% |
Comfort
Comfort is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sleeping in a bed 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. Sleeping spots do not benefit from end tables and dressers
Comfort |
---|
40% |
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 and bedrolls 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 them 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. Sleeping spots have no quality and are always considered to have a ×100% multiplier.
Surgery Success Chance Factor |
---|
70% |
Analysis
Sleeping spots are helpful for New Tribe scenarios. Bedrolls require fabric or leather, which isn't feasible to obtain when first creating a colony. Beds require Complex Furniture, which New Tribes simply not have. Colonists will gain a −4 Slept on the ground moodlet for sleeping on a spot, but placing spots inside an enclosed room will at least prevent the Slept outside moodlet.
As temporary beds, sleeping spots have many uses. They can instantly make a room into a prison, or increase capaciy of a prison, allowing you to capture raiders. They can be used when a colony is out on a caravan. Sleeping spots can also be used to tend right after battle. Note that a drafted colonist can tend to others anywhere, without them needing to lay down.
Sleeping spots also have a niche for prisons, in general. Prisoners who have gone berserk will damage and destroy beds, potentially destroying resources. Prisoner mood also matters less; with Ideology enabled, low mood can even trigger a crisis of belief that may be beneficial to conversion attempts.
Sleep comparison
Both beds and bedrolls are superior to sleeping spots. A normal quality, non-stone bed will make sleep 25% more effective, which saves 1 hour in a 24 hour schedule. Using a bed or bedroll also increases all of: Immunity Gain Speed, Comfort, and Surgery Success Chance. Even an awful bedroll is superior in every bed stat.
On day 1, placing sleeping spots can let you get other, more important things set up first. As mentioned above, Tribal starts can't make beds and can't make bedrolls easily. Finally, starts with extreme scarcity (such as in Sea ice) can make it too difficult to build a bed at all.
Otherwise, it's best for your colonists to upgrade quickly. For many players, avoiding the -4 mood penalty for sleeping on the ground is already worth it.
Tips
- If you have an unfinished bedroom or hospital, place extra sleeping spots on the exits for colonists with high combat skill, who will act as bodyguards.