Difference between revisions of "Animal sleeping spot"

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<onlyinclude>{{Stub}}{{infobox main|furniture|
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{{Infobox main|furniture
|name = Animal sleeping spot
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| name = Animal sleeping spot
|image = Animal_sleeping_spot.png|Animal sleeping spot
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| image = Animal_sleeping_spot.png
|description = Designates a spot on the ground where animals should sleep.
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| description = Designates a spot on the ground where animals should sleep.
|type = Building
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| type = Building
|type2 = Furniture
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| type2 = Furniture
|placeable = true
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| placeable = true
|passability = standable
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| blockswind = false
|minifiable = false
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| passability = standable
|size = 1 ˣ 1
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| minifiable = false
|surgery success chance factor = 0.7
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| size = 1 ˣ 1
|terrain affordance = light
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| surgery success chance factor = 0.7
|work to make = 0
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| immunity gain speed factor = 1
|rest effectiveness = 0.8
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| comfort = 0
}}</onlyinclude>
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| terrain affordance = light
'''Animal sleeping spots''', like colonist sleeping spots, require no materials and can be instantly placed and deconstructed. It can fit any animal. The rest effectiveness is the same as sleeping on the ground, and is about 85%<sup>verify</sup> (compared to 93% for a [[Animal sleeping box|box]] and 100% for a [[Animal bed|bed]]), so an animal takes longer to recover rest.  
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| work to make = 0
 +
| rest effectiveness = 0.8
 +
| has quality = false
 +
}}
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'''Animal sleeping spots''', like human [[sleeping spot]]s, require no materials and can be instantly placed and deconstructed. It can fit any animal. A sleeping spot is functionally equivalent to sleeping on the ground.
  
 
== Acquisition ==
 
== Acquisition ==
To build, just go to the "Furniture" tab in the "[[Architect]]" menu, press the icon for the animal sleeping spot, and place it where you want animals to sleep.
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Animal 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.
  
 
== Summary ==
 
== Summary ==
 +
Sleeping spots can be used to direct animals where to sleep. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area.
 +
 
=== Rest effectiveness ===
 
=== 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.  
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[[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.
<div><li style="display: inline-table;">
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{{#vardefine:baseresteffectiveness| {{formatnum:{{Q|{{PAGENAME}}|Rest Effectiveness}}|R}}}}
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{{Rest Effectiveness Quality Table}}
{| {{STDT| sortable c_08 text-center}}
 
|-
 
! [[Rest effectiveness]]
 
|-
 
| {{#expr:{{formatnum:{{P|Rest Effectiveness}}|R}}*100 round 0}}%
 
|}
 
</li><div>
 
  
 
=== Surgery success chance factor ===
 
=== 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 only, with both the animal sleeping box and animal bed having a base value of 100% while the [[animal sleeping spot]] has a lower value of 70%. 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.
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The [[Surgery success chance factor]] is exactly what it sounds like: a multiplier on the chance for a successful surgery on the spot. The base value depends on the building type and [[quality]], but not material. Both the animal sleeping box and animal bed have a base value of 100%, while the animal sleeping spot has a lower value of 70%.
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{{Surgery Success Chance Factor Quality Table}}
 +
 
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== Analysis ==
 +
Sleeping spots can be used to direct animals where to sleep. For example, place sleeping spots in a [[roof]]ed area during a [[toxic fallout]], a heated area in extreme cold (most animals are comfortable up to {{Temperature|-50}}), or near your [[corpse]]s for carnivorous animals. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area, making it a convenient way to control their behavior in a way you otherwise couldn't without a [[pen]] and an animal handler to rope them.
 +
 
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Animals will rest in a valid sleeping area if they are [[sick]]. Therefore, placing a sleeping spot will allow them to rest during the day. Being tired decreases [[Immunity Gain Speed]].
 +
 
 +
=== Sleeping comparison ===
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Compared to a normal [[quality]], non-stone [[animal sleeping box]], the sleeping spot requires 18% more sleep. Compared to a normal quality [[animal bed]], the sleeping spot requires 25% more sleep. The better the quality, the more sleep time saved. However, in practice, animal sleeping time is almost entirely negligible. Most animal products are created even while sleeping, and even for haulers, the impact is quite small.
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Therefore, creating a box/bed is mostly useful for health recovery, surgeries and [[Immunity Gain Speed]]. Of those, animals rarely require surgery. Meanwhile, the immunity boost is rather small (+7% for animal bed, of any quality); animals are more resistant against diseases like [[infection]], so this mostly helps for healing battle wounds and the [[plague]].
  
<div><li style="display: inline-table;">
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On the plus side, both animal boxes and animal beds are fairly cheap. The latter can be created for only {{Icon Small|cloth||40}} [[cloth]] or other fabric, which is easy to grow in a temperate [[biome]] and not that expensive to [[trade]] for.
{| {{STDT| sortable c_10 text-center}}
 
|-
 
! Surgery success chance factor
 
|-
 
| 70%
 
|}
 
</li><div>
 
==Analysis==
 
{{Stub|section=1|reason=Comparison with other animal bed options needed}}
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
  
<noinclude>
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{{Nav|furniture|wide}}
{{nav|furniture|wide}}
 
</noinclude>
 
 
[[Category:Furniture]]
 
[[Category:Furniture]]
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[[Category:Sleep furniture]]

Latest revision as of 10:38, 16 December 2023

Animal sleeping spot

Animal sleeping spot

Designates a spot on the ground where animals should sleep.

Base Stats

Type
BuildingFurniture

Building

Size
1 × 1
Minifiable
False
Placeable
True
Passability
standable
Blocks Wind
False
Terrain Affordance
Light
Surgery Success Chance Factor
0.7
Immunity Gain Speed Factor
1
Rest Effectiveness
0.8
Comfort
0

Creation

Work To Make
ticks (0 secs)
Technical
Has Quality
False


Animal sleeping spots, like human sleeping spots, require no materials and can be instantly placed and deconstructed. It can fit any animal. A sleeping spot is functionally equivalent to sleeping on the ground.

Acquisition[edit]

Animal 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.

Summary[edit]

Sleeping spots can be used to direct animals where to sleep. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area.

Rest effectiveness[edit]

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.

  • Animal sleeping spot
    Rest effectiveness 80%
    (13.13 h)
  • Bracketed numbers are in-game hours to refill rest from 0% to 100% at the given rest effectiveness.

    Surgery success chance factor[edit]

    The Surgery success chance factor is exactly what it sounds like: a multiplier on the chance for a successful surgery on the spot. The base value depends on the building type and quality, but not material. Both the animal sleeping box and animal bed have a base value of 100%, while the animal sleeping spot has a lower value of 70%.

  • Animal sleeping spot
    Surgery Success Chance Factor 70%
  • This table assumes the animal sleeping spot is inside a clean, properly lit room. For the full effects of light, cleanliness and placing the animal sleeping spot outside see Surgery Success Chance Factor.

    Analysis[edit]

    Sleeping spots can be used to direct animals where to sleep. For example, place sleeping spots in a roofed area during a toxic fallout, a heated area in extreme cold (most animals are comfortable up to -50 °C (-58 °F)), or near your corpses for carnivorous animals. Animals will attempt to sleep in sleeping spots even if they can't otherwise be assigned to an area, making it a convenient way to control their behavior in a way you otherwise couldn't without a pen and an animal handler to rope them.

    Animals will rest in a valid sleeping area if they are sick. Therefore, placing a sleeping spot will allow them to rest during the day. Being tired decreases Immunity Gain Speed.

    Sleeping comparison[edit]

    Compared to a normal quality, non-stone animal sleeping box, the sleeping spot requires 18% more sleep. Compared to a normal quality animal bed, the sleeping spot requires 25% more sleep. The better the quality, the more sleep time saved. However, in practice, animal sleeping time is almost entirely negligible. Most animal products are created even while sleeping, and even for haulers, the impact is quite small.

    Therefore, creating a box/bed is mostly useful for health recovery, surgeries and Immunity Gain Speed. Of those, animals rarely require surgery. Meanwhile, the immunity boost is rather small (+7% for animal bed, of any quality); animals are more resistant against diseases like infection, so this mostly helps for healing battle wounds and the plague.

    On the plus side, both animal boxes and animal beds are fairly cheap. The latter can be created for only Cloth 40 cloth or other fabric, which is easy to grow in a temperate biome and not that expensive to trade for.

    Version history[edit]