From RimWorld Wiki
Jump to navigation Jump to search



A cozy mattress and sheets on a frame for resting.

Base Stats

30 kg
pass through only
Path Cost
1 ˣ 2
Terrain Affordance
Surgery Success Chance Factor
Immunity Gain Speed Factor
Rest Effectiveness
Cover Effectiveness


Required Research
Complex furniture
Work To Make
800 ticks (13.33 secs)
Stuff tags
Metallic, Woody, Stony
Resources to make
Buildingmats.png 45
Deconstruct yield
Buildingmats.png 22 - 23
Destroy yield
Buildingmats.png 11 - 12

A bed is used by colonists for sleeping to recover their rest. It can be made out of any material but its Rest Effectiveness is 100% only when made out of a non-stone material. Quality can further influence the rest effectiveness and comfort.

While resting in a bed, colonists heal by an additional 8 HP per day -- see injury for details. Beds can be walked over, although at a slower rate.

A newly constructed bed is shown as 'unowned'. A colonist without an assigned bed will claim an unowned bed which will then show their name. A bed's ownership can be set or overridden by clicking the 'Set owner' button. Manually setting bed ownership is often unnecessary except when the player finds it desirable to control where a colonist sleeps, such as near their work area. If there are beds in terrible sleeping places (outside, cold, whatever), colonists have a strong ability to choose them. Also, sometimes married colonists will not choose double beds on their own, and will end up sleeping alone.

There is a version for two colonists called the double bed, and a deluxe version known as the royal bed.


Constructing a bed requires Complex Furniture to be researched, Building Material (steel, wood, plasteel, etc.) 45 Stuff (Wood/Metals/Stone), and 800 ticks (13.33 secs) of work.

Prisoner bed

A bed may be assigned for prisoner use by clicking 'Set for prisoners'. The bed must be in an enclosed room. Once a bed is set for prisoners the entire room is set as a prisoner room and all other beds within are changed to prisoner beds. A prisoner bed is clearly indicated by its gold color. The game will not allow a non-colonist to be captured or arrested without an available prisoner bed. A bed may be switched back for colonist use by clicking 'Set for colonists' and all beds in the same room will also revert to the green colonist bed. However, if any prisoner bed has an owner the player will be required to confirm the action and the prisoners will be unable to use the beds.

Medical bed

A bed may be designated as a medical bed by clicking 'Set as medical'. This is not to be confused with a hospital bed, which is unlocked with research. Colonists can be assigned to this bed to Rest Until Healed, however it cannot be assigned an owner and will lose any ownership it had. A medical colonist bed is indicated by its blue color. A medical prisoner bed is indicated by its dark brown color. Newly captured prisoners are usually injured, therefore their captors will prioritise medical prisoner beds over regular prisoner beds. Clicking 'Set as non medical' reverts a medical bed to its original type.


Compared to other beds ....?

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. Rest effectiveness varies by quality and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.

  • Material Awful Poor Normal Good Excellent Masterwork Legendary
    Non-Stone and Jade 86% 92% 100% 108% 114% 125% 160%
    Stone except Jade 77% 83% 90% 97% 103% 113% 144%
  • Comfort

    Comfort is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster. Comfort varies by quality but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from. An adjacent end table and a nearby dresser will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Comfort 0.57 0.66 0.75 0.84 0.93 1.09 1.28
    + End Table & Dresser 0.65 0.75 0.85 0.95 1.05 1.23 1.45
  • 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 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 then 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.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Surgery Success Chance Factor 90 95 100 105 110 115 130
  • Material Table

  • Material Stuff cost Beauty Work Mass HP Flammability Market Value
    Wooden Bed Wood.png 45 1 560 ticks (9.33 secs) 30 91 100% 56 Silver
    Granite Bed Granite blocks.png 45 1 4,800 ticks (1.33 mins) 30 238 0% 58 Silver
    Limestone Bed Limestone blocks.png 45 1 4,800 ticks (1.33 mins) 30 217 0% 58 Silver
    Marble Bed Marble blocks.png 45 2 4,400 ticks (1.22 mins) 30 168 0% 56 Silver
    Sandstone Bed Sandstone blocks.png 45 1 4,000 ticks (1.11 mins) 30 196 0% 55 Silver
    Slate Bed Slate blocks.png 45 1 4,800 ticks (1.33 mins) 30 182 0% 58 Silver
    Jade Bed Jade.png 45 12 4,000 ticks (1.11 mins) 30 70 0% 240 Silver
    Golden Bed Gold.png 450 24 720 ticks (12 secs) 30 84 40% 4505 Silver
    Plasteel Bed Plasteel.png 45 1 1,760 ticks (29.33 secs) 30 392 0% 410 Silver
    Silver Bed Silver.png 450 8 800 ticks (13.33 secs) 30 98 40% 455 Silver
    Steel Bed Steel.png 45 1 800 ticks (13.33 secs) 30 140 40% 88 Silver
    Uranium Bed Uranium.png 45 0 1,520 ticks (25.33 secs) 30 350 0% 275 Silver
    Assuming Normal quality, for the effect of other qualities, see Quality.