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− | + | ''Comfort'' has two meanings in ''Rimworld'': | |
− | + | * Colonists have a [[need]] for comfort, which influences their [[mood]]. | |
− | * Colonists have a [[need]] for | + | * [[Furniture]] has a property ([[stat]]) called ''comfort''; using the furniture fills the ''comfort'' need. |
− | * [[Furniture]] has a property ([[stat]]) called | ||
== Comfort need == | == Comfort need == | ||
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The ''comfort need'' mechanic is similar to the "rest" and "beauty" mechanics: the ''comfort need bar'' of a pawn grows while they are using comfortable furniture, and slowly decays otherwise. | The ''comfort need'' mechanic is similar to the "rest" and "beauty" mechanics: the ''comfort need bar'' of a pawn grows while they are using comfortable furniture, and slowly decays otherwise. | ||
− | + | Depending on the (furniture) ''comfort stat'', a certain maximum level of the (colonist) ''comfort'' need can be obtained. The maximum possible ''comfort'' level is the ''comfort stat'' of the furniture item in percent, capped at 100% (eg. a bed with 0.75 ''comfort'' can raise the ''comfort need'' gauge to at most 75%). When the comfortable situation ends, the ''need'' level will gradually revert back to 0%. | |
− | + | ''Comfort'' levels of 60% or higher give increasingly beneficial mood thoughts, starting at "Comfortable +6". A particularly low ''comfort'' level of less than 10% incurs the "Uncomfortable -3" thought and mood penalty. This usually only occurs when the pawn had to sleep on the ground without even a sleeping spot. It is, however, unrelated to the "Slept on ground -4" negative mood effect (which would also occur in this situation). | |
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In most situations, the dominating source of "comfort" for a colonist is sleeping in a bed. Even a simple [[sleeping spot]] provides 0.4 of ''comfort'' and would leave the pawn at 40% of ''comfort need'' after sleeping on it for a few hours. | In most situations, the dominating source of "comfort" for a colonist is sleeping in a bed. Even a simple [[sleeping spot]] provides 0.4 of ''comfort'' and would leave the pawn at 40% of ''comfort need'' after sleeping on it for a few hours. | ||
− | To obtain ''comfort need'' gains, the pawn has to be actually "using" the piece of furniture, such as doing work on a workbench with a chair, or actively resting in a bed. | + | To obtain ''comfort need'' gains, the pawn has to be actually "using" the piece of furniture, such as doing work on a workbench with a chair, or actively resting in a bed. It is not sufficient to be merely standing or lying on top of the furniture. |
== Furniture stat == | == Furniture stat == | ||
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Furniture of normal quality has the following ''comfort'' stat values: | Furniture of normal quality has the following ''comfort'' stat values: | ||
{{#ask: [[Comfort Base::+]] OR [[Comfort Offset::+]] | ?Comfort Base | ?Comfort Offset }} | {{#ask: [[Comfort Base::+]] OR [[Comfort Offset::+]] | ?Comfort Base | ?Comfort Offset }} | ||
− | + | (Animal beds and sleeping boxes have no effect, despite having a ''comfort stat'', because animals do not have a ''comfort need'' that could be satisfied. Currently the animal furniture merely marks a spot for animals to sleep or rest on, unless mods are used that enhance this behavior.) | |
== Strategy == | == Strategy == | ||
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In other cases, the ''comfort stat'' of furniture is impactful only if the furniture is used for non-trivial durations – this is mainly the case for all kinds of beds as well as work station chairs that are used intensively (eg. in front of research benches and certain crafting stations). | In other cases, the ''comfort stat'' of furniture is impactful only if the furniture is used for non-trivial durations – this is mainly the case for all kinds of beds as well as work station chairs that are used intensively (eg. in front of research benches and certain crafting stations). | ||
− | Beds are always used | + | Beds are always used for extended durations, so their ''comfort'' stat matters. However, because colonists tend to spend very long amounts of time in bed, bed comfort levels substantially greater than 1 give little added benefit - the colonist will awaken fully comforted in either case. |
Seating furniture, such as high quality chairs and armchairs, should be put in front of heavily used workstations, and not in places where this might be more intuitive like the "comfy TV section" in your recreation hall, for example. This, of course, ignores the role-playing aspect and ''beauty'' impact of these structures entirely. "Recreation furniture" is also less effective because the colonist usually goes to sleep after recreation time in a typical colony schedule, which completely drowns out any positive effect from recreation furniture. | Seating furniture, such as high quality chairs and armchairs, should be put in front of heavily used workstations, and not in places where this might be more intuitive like the "comfy TV section" in your recreation hall, for example. This, of course, ignores the role-playing aspect and ''beauty'' impact of these structures entirely. "Recreation furniture" is also less effective because the colonist usually goes to sleep after recreation time in a typical colony schedule, which completely drowns out any positive effect from recreation furniture. | ||
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[[Category:Status Level]] [[Category:Stat]] | [[Category:Status Level]] [[Category:Stat]] |