Rest
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 |
---|---|---|---|
Rested | -0.2375% | -95% | ~0.758 game days (100 => 28) |
Tired | -0.16625% | -66.5% | ~0.211 game days (28 => 14) |
Very Tired | -0.07125% | -28.5% | ~0.456 game days (14 => 1) |
Exhausted | -0.1425% | -57% | ~0.018 game days (1 => 0) |
Positive
When a character rests in a bed, their Rest value increases over time.
Each 150 ticks, rest increases by 150 * 100% / Full Sleep Hours Per Day (10.5 / 24) / Ticks Per Game Day (60000) * Rest Effectiveness * Rest Rate Multiplier = ~0.57143% * Rest Effectiveness * Rest Rate Multiplier
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 sleep game hours" (10.5) | Rest increase per game day |
---|---|---|---|---|
Sleeping Spot or Ground | 0.8 | ~0.45714% | 80% | ~182.857% |
Bedroll | 0.95 | ~0.54286% | 95% | ~217.143% |
Bed | 1.0 | ~0.57143% | 100% | ~228.571% |
Royal Bed | 1.05 | 0.6% | 105% | 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 reaches the Tired threshold (28%), it takes them this long to return to full (100%) rest:
Object | Time from Tired to Full Rest |
---|---|
Sleeping Spot or Ground | 0.39375 game days |
Normal Bed | 0.315 game days |
Legendary Royal Bed | 0.1875 game days |
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.