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:
|Tired||>=14% and <28%|
|Very Tired||>=1% and <14%|
Rest caps at 0% and 100%.
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)|
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.)
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%|
and the quality of that object:
|Quality||Rest Effectiveness Multiplier|
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|