Difference between revisions of "Recreation"
(Update info on skygazing and consolidate all the skygazing variants into a single entry.) |
|||
(30 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{| align=center | {{Architect Nav}} |} | {| align=center | {{Architect Nav}} |} | ||
---- | ---- | ||
− | {{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats. | + | {{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}} |
<!-- | <!-- | ||
Data found in | Data found in | ||
Line 22: | Line 22: | ||
Colonists gain recreation in two ways: | Colonists gain recreation in two ways: | ||
* Consuming something pleasurable, such as [[chocolate]] or [[beer]]. | * Consuming something pleasurable, such as [[chocolate]] or [[beer]]. | ||
− | * Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[ | + | * Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[television]] |
Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical consumption, and food consumption. | Colonists may do recreation activities when their [[schedule]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical consumption, and food consumption. | ||
Line 31: | Line 31: | ||
== Recreation needs == | == Recreation needs == | ||
− | {{Stub|section=1|reason=Mechanics, Gain and loss rates | + | {{Stub|section=1|reason=Mechanics, Gain and loss rates etc}} |
− | + | {{Recode|reason=Time till table - see other pages for examples}} | |
=== Recreation thresholds === | === Recreation thresholds === | ||
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%. | The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%. | ||
Line 59: | Line 59: | ||
Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. | Additionally, [[conceited noble]]s {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. | ||
− | Finally, [[Ideoligion | + | Finally, [[Ideoligion|Ideoligious]] [[Roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. |
{| class="wikitable" | {| class="wikitable" | ||
Line 85: | Line 85: | ||
| Supreme expectations {{IdeologyIcon}} || See above || 7% || 6 | | Supreme expectations {{IdeologyIcon}} || See above || 7% || 6 | ||
|} | |} | ||
+ | |||
+ | === Recreation fall rate === | ||
+ | Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%. | ||
+ | {| class="wikitable" style="text-align:center; padding-left: 6px;" | ||
+ | ! Recreation<br/>Loss(%)/Hour | ||
+ | ! Threshold | ||
+ | ! Thought active | ||
+ | ! Effect | ||
+ | ! Real time in state<ref>Real time spent in the state before crossing the lower threshold, assuming no recreation is gained</ref> | ||
+ | ! Game time in state<ref>Game time spent in the state before crossing the lower threshold, assuming no recreation is gained</ref> | ||
+ | ! Real time since 100% recreation<ref>Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%</ref> | ||
+ | ! Game time since 100% recreation<ref>Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%</ref> | ||
+ | |- | ||
+ | | rowspan='3' | '''2.5%''' | ||
+ | | 85% - 100% | ||
+ | | Recreation fully satisfied | ||
+ | | {{+|10}} | ||
+ | | {{ticks|2500 * 15/2.5}} | ||
+ | | {{#expr: 15/2.5}} hours | ||
+ | | ''N/A'' | ||
+ | | ''N/A'' | ||
+ | |- | ||
+ | | 70% - 85% | ||
+ | | Recreation satisfied | ||
+ | | {{+|5}} | ||
+ | | {{ticks|2500 * 15/2.5}} | ||
+ | | {{#expr: 15/2.5}} hours | ||
+ | | {{ticks|2500 * 15/2.5}} | ||
+ | | {{#expr: 15/2.5}} hours | ||
+ | |- | ||
+ | | 30% - 70% | ||
+ | | ''None'' | ||
+ | | '''0''' | ||
+ | | {{ticks|2500 * 40/2.5}} | ||
+ | | {{#expr: 40/2.5}} hours | ||
+ | | {{ticks|2500 * (15/2.5 + 15/2.5)}} | ||
+ | | {{#expr: 15/2.5 + 15/2.5}} hours | ||
+ | |- | ||
+ | | '''1.75%''' | ||
+ | | 15% - 30% | ||
+ | | Recreation unfulfilled | ||
+ | | {{--|5}} | ||
+ | | {{ticks|2500 * 8.57 <!--15/1.75-->}} | ||
+ | | {{#expr: 15/1.75 round 2}} hours | ||
+ | | {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5)}} | ||
+ | | {{#expr: 15/2.5 + 15/2.5 + 40/2.5}} hours | ||
+ | |- | ||
+ | | '''1%''' | ||
+ | | 1% - 15% | ||
+ | | Recreation deprived | ||
+ | | {{--|10}} | ||
+ | | {{ticks|2500 * 15/1}} | ||
+ | | {{#expr: 15/1}} hours | ||
+ | | {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 <!--15/1.75-->)}} | ||
+ | | {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 round 2}} hours | ||
+ | |- | ||
+ | | ''N/A'' | ||
+ | | 0% | ||
+ | | Recreation starved | ||
+ | | {{--|20}} | ||
+ | | ''N/A'' | ||
+ | | ''N/A'' | ||
+ | | {{ticks|2500 * (15/2.5 + 15/2.5 + 40/2.5 + 8.57 <!--15/1.75--> + 15/1)}} | ||
+ | | {{#expr: 15/2.5 + 15/2.5 + 40/2.5 + 15/1.75 + 15/1 round 2}} hours | ||
+ | |} | ||
+ | {{Reflist}} | ||
+ | |||
+ | The loss rate is halved if a pawn is forming a caravan and is further affected by [[recreation fall rate]]. The recreation loss is fully stopped if a pawn is actively gaining recreation, is asleep, is suffering from a [[mental break]], or is inside certain buildings like a [[cryptosleep casket]] or [[biosculpter pod]]. | ||
== Activities table == | == Activities table == | ||
{| {{STDT| sortable c_19 text-center}} | {| {{STDT| sortable c_19 text-center}} | ||
− | ! Activity !! Duration !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance | + | ! Activity !! Duration<ref name="DurationExplanation">Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost for assigning the pawn to do something else before the maximum duration is reached.</ref> !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick !! Doable in Bed !! Required Capacity !! Base Chance |
+ | |- | ||
+ | | style="text-align:left;" | [[Snowman|Building snowman]] || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Manipulation, Enjoys Outdoors, Assigned Construction, Snow || 0.75 | ||
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Going for a walk || {{Ticks|8000}} || 1 || Solitary relaxation || Solitary || – || – || No || Moving, Enjoys Weather || 1 |
|- | |- | ||
− | | style="text-align:left;" | Meditating || {{Ticks| | + | | style="text-align:left;" | Meditating || {{Ticks|5000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1 |
|- | |- | ||
| style="text-align:left;" | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1 | | style="text-align:left;" | Praying || {{Ticks|3000}} || 1 || Solitary relaxation || Solitary || – || – || Yes || - || 1 | ||
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Skygazing || {{Ticks|4000}} || 1 or 5 || Solitary relaxation || Solitary || – || – || No || Sight, Enjoy Outdoors || 1 |
− | |||
− | |||
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Cheering up patient <NAME> || {{Ticks|1500}} || 1 || Social interaction || Social || – || – || Yes || Injured || 3 |
− | |||
− | |||
|- | |- | ||
| style="text-align:left;" | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4 | | style="text-align:left;" | Relaxing socially || {{Ticks|4000}} || 1 || Social interaction || Social || – || – || No || - || 4 | ||
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Viewing art || {{Ticks|4000}} || Varies || Solitary relaxation || Building || – || – || Yes || Sight || 1 |
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Visiting grave || {{Ticks|4000}} || 1-1.4 || Solitary relaxation || Building || – || – || No || - || 1 |
|- | |- | ||
| style="text-align:left;" | [[Hoopstone ring|Playing hoopstone ring]]<ref name="TribeOnly">Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.</ref> || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Sight, Manipulation || 2 | | style="text-align:left;" | [[Hoopstone ring|Playing hoopstone ring]]<ref name="TribeOnly">Only craftable when playing as [[New Tribe]]. Can still be acquired from traders otherwise.</ref> || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Sight, Manipulation || 2 | ||
+ | |- | ||
+ | | style="text-align:left;" | [[Horseshoes pin|Playing horseshoes]]<ref name="NewArrivalsOnly">Only craftable when playing as [[New Arrivals]]. Can still be acquired from traders otherwise.</ref> || {{Ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003 || No || Manipulation || 2.5 | ||
|- | |- | ||
| style="text-align:left;" | [[Chess table|Playing chess]]<ref name="NewArrivalsOnly" /> || {{Ticks|4000}} || 1 || Cerebral play || Building || Intellectual || 0.002 || No || Manipulation || 2 | | style="text-align:left;" | [[Chess table|Playing chess]]<ref name="NewArrivalsOnly" /> || {{Ticks|4000}} || 1 || Cerebral play || Building || Intellectual || 0.002 || No || Manipulation || 2 | ||
Line 119: | Line 187: | ||
|- | |- | ||
| style="text-align:left;" | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4 | | style="text-align:left;" | [[Poker table|Playing poker]] || {{Ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004 || No || Sight, Manipulation || 4 | ||
− | |||
− | |||
|- | |- | ||
| style="text-align:left;" | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5 | | style="text-align:left;" | [[Tube television|Watching television]] || {{Ticks|4000}} || 1.2 || Television watching || Building || – || – || Yes || Sight || 3.5 | ||
Line 128: | Line 194: | ||
| style="text-align:left;" | [[Megascreen television|Watching megascreen television]]<ref name="TradersOnly" /> || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5 | | style="text-align:left;" | [[Megascreen television|Watching megascreen television]]<ref name="TradersOnly" /> || {{Ticks|4000}} || 1.6 || Television watching || Building || – || – || Yes || Sight || 3.5 | ||
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | [[Telescope|Using telescope]]<ref name="TradersOnly">Only acquired from traders.</ref> || {{Ticks|4000}} || 1.2 || Telescope study || Building || Intellectual || 0.004 || No || Sight || 2 |
+ | |- | ||
+ | | style="text-align:left;" | [[Books#Recreation|Reading]] || {{Ticks|8000}} || Varies<ref name="BookJoyGainRate">Reading joy gain rate is typically 1x, but if done in a room it is multiplied by the room's Reading Bonus stat. Reading a novel multiplies joy gain rate based on quality: 1.2x at awful, 1.4x at poor, 1.6x at normal, 1.8x at good, 2x at excellent, 2.25x at masterwork, and 2.5x at legendary.</ref> || Reading || Book || Intellectual || 0.1 || No || Sight, Manipulation || 3 | ||
+ | |- | ||
+ | | style="text-align:left;" | Meditating royally at <br/>[[grand meditation throne|grand]] / [[meditation throne]] {{RoyaltyIcon}} || {{Ticks|6250}} || 1 || Solitary relaxation || Building || – || – || No || - || - | ||
|- | |- | ||
| style="text-align:left;" | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2 | | style="text-align:left;" | [[Harp|Playing harp]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2 | ||
Line 136: | Line 206: | ||
| style="text-align:left;" | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2 | | style="text-align:left;" | [[Piano|Playing piano]] {{RoyaltyIcon}} || {{Ticks|4000}} || 1 || Music || Building || Artistic || 0.0015 || No || Manipulation || 2 | ||
|- | |- | ||
− | | style="text-align:left;" | | + | | style="text-align:left;" | Playing with a [[Reproduction#Babies|baby]] {{BiotechIcon}} || {{Ticks|4000}} || 1 or 1.25<ref name="BabyPlayWithToyBox">Baby Play gain rate is 1x if not using a [[Toy_box|toy box]], or 1.25x otherwise.</ref> || Social interaction || Social || - || - || No || Manipulation || - |
|} | |} | ||
Note: the above Recreation gain rates are based on normal quality buildings when applicable. | Note: the above Recreation gain rates are based on normal quality buildings when applicable. | ||
Line 205: | Line 275: | ||
== Activities == | == Activities == | ||
=== Building snowman === | === Building snowman === | ||
− | {{ | + | Any colonists for whom the outdoors temperature is within their comfortable temperature range may build a [[snowman]] in a reachable cell that 1) has a [[snow]] depth of at least 50%, 2) the pawn can reserve the use of, 3) all adjacent cells (diagonals included) can be stood in, and 4) is at least 12 cells away from any other snowmen. |
− | + | To be able to build a snowman, the following conditions must be true: | |
+ | * The total depth of snow on the map must be at least 20000%. | ||
+ | * The current amount of rain must be less than 25% the maximum amount that occurs during rainy weather | ||
+ | * None of the following conditions are occurring: [[Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or {{BiotechIcon}}[[Pollution#Acidic_smog|acidic smog]]. | ||
+ | |||
+ | === Cheering up a patient === | ||
+ | Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient. | ||
+ | |||
+ | There are three unique properties of this activity: | ||
+ | * Cheering up a patient satisfies the patient's recreation need as well, at 1x joy gain rate. | ||
+ | * Every 320 ticks, the colonist will attempt to talk to the patient; this is a [[Social#Chitchat|chitchat]] 80% of the time, and a [[Social#Deep_talk|deep talk]] otherwise. This makes cheering up patients excellent for building positive relations with non-[[Traits#Psychopath|Psychopaths]]. | ||
+ | * Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time. | ||
+ | |||
+ | Patients must satisfy all following conditions to be eligible for a visit: | ||
+ | * Patient isn't on fire | ||
+ | * Patient is capable of social interaction | ||
+ | * Patient has a non-zero food need and a rest need higher than 33% | ||
+ | * Patient really needs cheering up: their recreation need must be below 30% | ||
+ | * Patient really is sick: is downed, would seek medical rest if removed from bed, has an immunizable illness which they have not yet developed immunity to, OR is bleeding from at least 8 damage worth of untreated injuries (if the patient is somehow a non-human, required damage is scaled by the patient's race's base health scale) | ||
+ | * [[IdeologyIcon]] Patient is not a [[Slavery|slave]] | ||
=== Going for a walk === | === Going for a walk === | ||
− | + | Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed. | |
=== Meditating === | === Meditating === | ||
− | + | Meditation is heavily influenced by whether or not certain DLCs are active. | |
+ | * Colonist behavior: without the [[Royalty DLC]], colonists require a bedroom to meditate; colonists 'meditating' will stand motionless somewhere in their bedroom. With Royalty active, meditation preferentially occurs at whatever the best [[Psyfocus#Meditation|meditation focus]] for the colonist would be. | ||
+ | * Activity name: with the [[Ideology DLC]], recreational, non-scheduled meditating is labeled as "praying" when performed by a colonist who believes in an ideoligion with at least one deity. | ||
=== Playing billiards === | === Playing billiards === | ||
− | + | A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots. Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin. | |
=== Playing chess === | === Playing chess === | ||
− | A chess table | + | A chess table can only be used by a colonist if there is an available, horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill. |
=== Playing hoopstone === | === Playing hoopstone === | ||
− | + | Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in and isn't already reserved for use. Up to three colonists can use a hoopstone ring at once, throwing stones through it. Slowly trains Shooting skill. | |
=== Playing horseshoes === | === Playing horseshoes === | ||
− | + | Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin. | |
=== Playing poker === | === Playing poker === | ||
− | + | A poker table can only be used by a colonist if there is an available, horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table. | |
=== Playing the game of Ur === | === Playing the game of Ur === | ||
− | + | Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly. | |
=== Praying === | === Praying === | ||
− | + | Colonists 'praying' will stand motionless somewhere in their bedroom. If the [[Ideology DLC]] is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms. Prisoners will also preferentially pray in rooms of worship that are accessible to them, although such a room must also double as a prison cell in order for them to do so. | |
− | + | ||
+ | Only 40% of pawns are 'capable' of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed. | ||
=== Relaxing socially === | === Relaxing socially === | ||
Line 248: | Line 340: | ||
=== Skygazing === | === Skygazing === | ||
− | Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a [[roof]]) area and facing upwards. It requires clear weather. The game has a few flavor text names such as "Cloudwatching" and "Stargazing", | + | Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a [[roof]]) area and facing upwards. It requires clear weather. The game has a few flavor text names such as "Cloudwatching" and "Stargazing", and all (besides aurora) are functionally identical (the name will change dynamically if the conditions change). This activity is the same length of time as most others are and the same tolerance gain rate. |
The name is determined in this order: | The name is determined in this order: | ||
Line 254: | Line 346: | ||
* Watching [[Events#Eclipse|eclipse]] | * Watching [[Events#Eclipse|eclipse]] | ||
:* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse. | :* [[Ideoligion#Eclipse|Eclipse: beautiful]] precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse. | ||
− | * Watching [[ | + | * Watching [[aurora]] |
+ | :* During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time). | ||
* Stargazing (light provided by the sun is less than 10%) | * Stargazing (light provided by the sun is less than 10%) | ||
* Cloudwatching (light provided by the sun is 65% or more) | * Cloudwatching (light provided by the sun is 65% or more) | ||
Line 265: | Line 358: | ||
* Current weather is not rain/snow, or the rain/snow is about to clear | * Current weather is not rain/snow, or the rain/snow is about to clear | ||
* Outdoor temperature is within the pawn's comfortable temperature range | * Outdoor temperature is within the pawn's comfortable temperature range | ||
− | * No | + | * No [[acidic smog]] |
− | * No toxic fallout | + | * No [[toxic fallout]] |
− | * No volcanic winter | + | * No [[volcanic winter]] |
− | * No unnatural darkness | + | * No [[unnatural darkness]] |
=== Using telescope === | === Using telescope === | ||
− | A | + | A telescope can only be used if it is in an unroofed cell. Telescopes can be placed indoors or outdoors, and do not degrade due to weather or being inside. A colonist can only use a telescope if its interaction cell can be stood in; oddly, telescopes are usable during daytime. Users stand motionless behind the viewfinder. |
− | + | === Viewing art{{Check Tag|Usability in bed?|The JoyGiverDef specifies that it can be done while in bed, but it is not clear how this works if at all.}} === | |
+ | {{Move|section=1|reason=Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required}} | ||
+ | The pawn will stand next to an installed art piece ([[Small_sculpture|small sculpture]], [[Large_sculpture|large sculpture]], [[Grand_sculpture|grand sculpture]], [[IdeologyIcon]][[Terror_sculpture|terror sculpture]], [[AnomalyIcon]][[Void_sculpture|void sculpture]], or [[Golden_cube#Cube_sculptures|cube sculptures]]) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. Art pieces must meet the following criteria to be considered: | ||
+ | * The art piece is indoors | ||
+ | * The art piece belongs to the colonist's faction, or is not owned by a faction | ||
+ | * The art is either under a roof or none of the following are true: the outdoors temperature is outside the colonist's comfortable temperature range, the current amount of rain is at least 25% the maximum amount that occurs during rainy weather, or the outdoors climate is hazardous (due to Events#Toxic_fallout|toxic fallout]], [[Events#Volcanic_winter|volcanic winter]], or {{BiotechIcon}}[[Pollution#Acidic_smog|acidic smog]]) | ||
+ | * The art piece is not housed in a hospital, prison, or used bedroom or barracks lacking a bed owned by the colonist | ||
+ | |||
+ | Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). In case the art piece has negative beauty, the recreation gain rate will become negative - in which case, the pawn will not gain (or lose) any recreation. This also means that, since the pawns is not actively gaining recreation, they'll be losing recreation due to natural decay. | ||
+ | |||
+ | As an example: A grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus). | ||
=== Visiting grave === | === Visiting grave === | ||
− | Colonists will visit a filled [[grave]] or [[sarcophagus]]. | + | {{Move|section=1|reason=Not an actual move, but this info needs to be distributed to [[grave]] and [[sarcophagus]]|destination=grave]] and sarcophagus}} |
+ | {{Recode|section=1|reason=Add graph showing relationship of impressiveness to recreation with the room impressiveness labels}} | ||
+ | Colonists will visit a filled [[grave]] or [[sarcophagus]]. They both have an effective recreation power of 100%. | ||
− | Recreation gain is increased by impressiveness of the room that the grave is | + | Recreation gain is increased by [[impressiveness]] of the [[room]] that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. This bonus starts '''+0%''' recreation power at or below 0 impressiveness and scales linearly up to {{+|0.4x}}, or a total of 140% recreation power, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus. |
− | === | + | === Watching television === |
− | + | Televisions can only be used if powered, and only from very specific positions: | |
+ | * Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells which do not have line of sight to the television, or which are in a different room, are not usable. | ||
+ | * Flatscreen televisions are similar, but the usability rectangle is 5x6 in size. | ||
+ | * Megascreen televisions' usability rectangles are 6x7 in size. | ||
− | + | Colonists not in a bed can use a television if at least one position in its usability rectangle can be stood in. They will preferentially choose positions with chairs that aren't facing directly away from the television. | |
− | + | Colonists in a bed can also use a television without getting out of the bed, provided that their head position is in the usability rectangle. | |
== Version history == | == Version history == |
Revision as of 22:53, 3 April 2025
|
---|
Architect Menu | Orders | Zone | Structure | Production | Furniture | Power | Security | Misc | Floors |
Recreation | Ship | Temperature | Special | Ideology (Buildings) | Biotech (Buildings) | Anomaly (Buildings) |
This article is suggested to be rewritten. Reason: Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.. You can help the RimWorld Wiki by improving it. |
Recreation is a stat: Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. Its default value is 100%.
Recreation is one of a colonist's needs. Prisoners, visitors, enemy pawns, animals, and slaves do not have the recreation need.
Colonists gain recreation in two ways:
- Consuming something pleasurable, such as chocolate or beer.
- Doing an activity, such as playing horseshoes or watching television
Colonists may do recreation activities when their schedule allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical consumption, and food consumption.
Injured colonists will only ever engage in recreational activities that can be done in bed, such as watching television. A television is therefore a good investment for every hospital.
Colonists on caravan gain recreation while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.
Recreation needs
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Mechanics, Gain and loss rates etc. |
This page has been suggested for recoding. Reason: Time till table - see other pages for examples. You can help RimWorld Wiki by improving it. |
Recreation thresholds
The recreation meter has thresholds that trigger mood-altering thoughts. No thoughts are triggered from 30% to 69%.
Threshold | Label | Mood Effect | Thought |
---|---|---|---|
85 - 100 | Recreation fully satisfied | +10 | I've been enjoying myself so much, I love it! |
70 - 85 | Recreation satisfied | +5 | I've been having a great time doing various things I like to do. |
15 - 30 | Recreation unfulfilled | −5 | I could really use a break for something enjoyable. |
0 - 15 | Recreation deprived | −10 | We need more variation in recreation activities, and i need time to enjoy them. This place is really dull. |
0 | Recreation-starved | −20 | It's been so long since I did anything for fun on my own time. |
Recreation tolerance
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.
Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.
Additionally, conceited nobles have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the Royalty DLC activated, these expectations are defined in the Core game.
Finally, Ideoligious Roles can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the Ideology DLC activated, these expectations are defined in the Core game.
Recreation fall rate
Recreation drops at a steady 2.5% per hour, slowing down once below 30% and once more once below 15%.
Recreation Loss(%)/Hour |
Threshold | Thought active | Effect | Real time in state[1] | Game time in state[2] | Real time since 100% recreation[3] | Game time since 100% recreation[4] |
---|---|---|---|---|---|---|---|
2.5% | 85% - 100% | Recreation fully satisfied | +10 | 15,000 ticks (4.17 mins) | 6 hours | N/A | N/A |
70% - 85% | Recreation satisfied | +5 | 15,000 ticks (4.17 mins) | 6 hours | 15,000 ticks (4.17 mins) | 6 hours | |
30% - 70% | None | 0 | 40,000 ticks (11.11 mins) | 16 hours | 30,000 ticks (8.33 mins) | 12 hours | |
1.75% | 15% - 30% | Recreation unfulfilled | −5 | 21,425 ticks (5.95 mins) | 8.57 hours | 70,000 ticks (19.44 mins) | 28 hours |
1% | 1% - 15% | Recreation deprived | −10 | 37,500 ticks (10.42 mins) | 15 hours | 91,425 ticks (25.4 mins) | 36.57 hours |
N/A | 0% | Recreation starved | −20 | N/A | N/A | 128,925 ticks (35.81 mins) | 51.57 hours |
- ↑ Real time spent in the state before crossing the lower threshold, assuming no recreation is gained
- ↑ Game time spent in the state before crossing the lower threshold, assuming no recreation is gained
- ↑ Real time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%
- ↑ Game time spent before entering the state, assuming no recreation is gained and the starting recreation is 100%
The loss rate is halved if a pawn is forming a caravan and is further affected by recreation fall rate. The recreation loss is fully stopped if a pawn is actively gaining recreation, is asleep, is suffering from a mental break, or is inside certain buildings like a cryptosleep casket or biosculpter pod.
Activities table
Activity | Duration[1] | Gain Rate | Recreation kind | Interaction | Improves Skill | +XP Per Tick | Doable in Bed | Required Capacity | Base Chance |
---|---|---|---|---|---|---|---|---|---|
Building snowman | 8,000 ticks (2.22 mins) | 1 | Solitary relaxation | Solitary | – | – | No | Manipulation, Enjoys Outdoors, Assigned Construction, Snow | 0.75 |
Going for a walk | 8,000 ticks (2.22 mins) | 1 | Solitary relaxation | Solitary | – | – | No | Moving, Enjoys Weather | 1 |
Meditating | 5,000 ticks (1.39 mins) | 1 | Solitary relaxation | Solitary | – | – | Yes | - | 1 |
Praying | 3,000 ticks (50 secs) | 1 | Solitary relaxation | Solitary | – | – | Yes | - | 1 |
Skygazing | 4,000 ticks (1.11 mins) | 1 or 5 | Solitary relaxation | Solitary | – | – | No | Sight, Enjoy Outdoors | 1 |
Cheering up patient <NAME> | 1,500 ticks (25 secs) | 1 | Social interaction | Social | – | – | Yes | Injured | 3 |
Relaxing socially | 4,000 ticks (1.11 mins) | 1 | Social interaction | Social | – | – | No | - | 4 |
Viewing art | 4,000 ticks (1.11 mins) | Varies | Solitary relaxation | Building | – | – | Yes | Sight | 1 |
Visiting grave | 4,000 ticks (1.11 mins) | 1-1.4 | Solitary relaxation | Building | – | – | No | - | 1 |
Playing hoopstone ring[2] | 4,000 ticks (1.11 mins) | 1 | Dexterity play | Building | Shooting | 0.003 | No | Sight, Manipulation | 2 |
Playing horseshoes[3] | 4,000 ticks (1.11 mins) | 1 | Dexterity play | Building | Shooting | 0.003 | No | Manipulation | 2.5 |
Playing chess[3] | 4,000 ticks (1.11 mins) | 1 | Cerebral play | Building | Intellectual | 0.002 | No | Manipulation | 2 |
Playing the game of Ur[2] | 4,000 ticks (1.11 mins) | 0.8 | Cerebral play | Building | Intellectual | 0.0015 | No | Manipulation | 2 |
Playing billiards | 4,000 ticks (1.11 mins) | 1.3 | Dexterity play | Building | Shooting | 0.004 | No | Sight, Manipulation | 4 |
Playing poker | 4,000 ticks (1.11 mins) | 1.3 | Cerebral play | Building | Intellectual | 0.004 | No | Sight, Manipulation | 4 |
Watching television | 4,000 ticks (1.11 mins) | 1.2 | Television watching | Building | – | – | Yes | Sight | 3.5 |
Watching flatscreen television | 4,000 ticks (1.11 mins) | 1.4 | Television watching | Building | – | – | Yes | Sight | 3.5 |
Watching megascreen television[4] | 4,000 ticks (1.11 mins) | 1.6 | Television watching | Building | – | – | Yes | Sight | 3.5 |
Using telescope[4] | 4,000 ticks (1.11 mins) | 1.2 | Telescope study | Building | Intellectual | 0.004 | No | Sight | 2 |
Reading | 8,000 ticks (2.22 mins) | Varies[5] | Reading | Book | Intellectual | 0.1 | No | Sight, Manipulation | 3 |
Meditating royally at grand / meditation throne ![]() |
6,250 ticks (1.74 mins) | 1 | Solitary relaxation | Building | – | – | No | - | - |
Playing harp ![]() |
4,000 ticks (1.11 mins) | 1 | Music | Building | Artistic | 0.0015 | No | Manipulation | 2 |
Playing harpsichord ![]() |
4,000 ticks (1.11 mins) | 1 | Music | Building | Artistic | 0.0015 | No | Manipulation | 2 |
Playing piano ![]() |
4,000 ticks (1.11 mins) | 1 | Music | Building | Artistic | 0.0015 | No | Manipulation | 2 |
Playing with a baby ![]() |
4,000 ticks (1.11 mins) | 1 or 1.25[6] | Social interaction | Social | - | - | No | Manipulation | - |
Note: the above Recreation gain rates are based on normal quality buildings when applicable.
- ↑ Duration refers to the amount of time the pawn will do this activity for purely recreational purposes. Joy and skill xp are granted per tick, so no payoff is lost for assigning the pawn to do something else before the maximum duration is reached.
- ↑ 2.0 2.1 Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.
- ↑ 3.0 3.1 Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.
- ↑ 4.0 4.1 Only acquired from traders.
- ↑ Reading joy gain rate is typically 1x, but if done in a room it is multiplied by the room's Reading Bonus stat. Reading a novel multiplies joy gain rate based on quality: 1.2x at awful, 1.4x at poor, 1.6x at normal, 1.8x at good, 2x at excellent, 2.25x at masterwork, and 2.5x at legendary.
- ↑ Baby Play gain rate is 1x if not using a toy box, or 1.25x otherwise.
Consumables table
Item | +Recreation (%) | Kind |
---|---|---|
Chocolate | 10 | Food Consumption |
Insect jelly | 8 | Food Consumption |
Ambrosia | 50 | Chemical |
Beer | 17 | Chemical |
Smokeleaf joint | 80 | Chemical |
Psychite tea | 40 | Chemical |
Go-juice | 40 | Chemical |
Wake-up | 40 | Chemical |
Yayo | 80 | Chemical |
Flake | 70 | Chemical |
Buildings
The following can be built from the Architect - Recreation menu.
Building | Recreation Spots | Recreation Power (%) | Recreation Type | Improves |
---|---|---|---|---|
Horseshoe pin | 12 | 100% | Dexterity play | Shooting |
Hoopstone ring | 12 | 100% | Dexterity play | Shooting |
Chess table | 2 | 100% | Cerebral play | Intellectual |
Game-of-Ur board | 2 | 80% | Cerebral play | – |
Billiards table | 2 | 130% | Dexterity play | Shooting |
Poker table | 8 (Max 4) | 130% | Cerebral play | - |
Telescope | 1 | 120% | Telescope study | – |
Tube television | 15 | 120% | Television watching | – |
Flatscreen television | 30 | 140% | Television watching | – |
Megascreen television | 42 | 160% | Television watching | – |
Activities
Building snowman
Any colonists for whom the outdoors temperature is within their comfortable temperature range may build a snowman in a reachable cell that 1) has a snow depth of at least 50%, 2) the pawn can reserve the use of, 3) all adjacent cells (diagonals included) can be stood in, and 4) is at least 12 cells away from any other snowmen. To be able to build a snowman, the following conditions must be true:
- The total depth of snow on the map must be at least 20000%.
- The current amount of rain must be less than 25% the maximum amount that occurs during rainy weather
- None of the following conditions are occurring: toxic fallout, volcanic winter, or
acidic smog.
Cheering up a patient
Colonists may visit sick in-bed colonists. Preferentially, the colonist will move to a chair that is both facing the patient and within 2.2 cells of the patient; if no such chair exists, they will move adjacent to the patient.
There are three unique properties of this activity:
- Cheering up a patient satisfies the patient's recreation need as well, at 1x joy gain rate.
- Every 320 ticks, the colonist will attempt to talk to the patient; this is a chitchat 80% of the time, and a deep talk otherwise. This makes cheering up patients excellent for building positive relations with non-Psychopaths.
- Unlike other recreational activities, colonists with a fully satisfied recreation need will continue performing the activity, until either its duration runs out or the patient is also fully recreationally satisfied. Patients who are extremely bored of social recreation can thus waste your other colonists' time.
Patients must satisfy all following conditions to be eligible for a visit:
- Patient isn't on fire
- Patient is capable of social interaction
- Patient has a non-zero food need and a rest need higher than 33%
- Patient really needs cheering up: their recreation need must be below 30%
- Patient really is sick: is downed, would seek medical rest if removed from bed, has an immunizable illness which they have not yet developed immunity to, OR is bleeding from at least 8 damage worth of untreated injuries (if the patient is somehow a non-human, required damage is scaled by the patient's race's base health scale)
- IdeologyIcon Patient is not a slave
Going for a walk
Colonists 'going for a walk' aimlessly path around the area they started from at half their movement speed.
Meditating
Meditation is heavily influenced by whether or not certain DLCs are active.
- Colonist behavior: without the Royalty DLC, colonists require a bedroom to meditate; colonists 'meditating' will stand motionless somewhere in their bedroom. With Royalty active, meditation preferentially occurs at whatever the best meditation focus for the colonist would be.
- Activity name: with the Ideology DLC, recreational, non-scheduled meditating is labeled as "praying" when performed by a colonist who believes in an ideoligion with at least one deity.
Playing billiards
A billiards table can only be used if all adjacent cells (diagonals included) can be stood in. Up to two colonists can use a billiards table at once. They will wander in the cells adjacent to the table at half speed, taking shots. Slowly trains Shooting skill, albeit slightly faster than a hoopstone ring or horseshoe pin.
Playing chess
A chess table can only be used by a colonist if there is an available, horizontally or vertically adjacent chair. Up to two colonists can use a chess table at once. Slowly trains Intellectual skill.
Playing hoopstone
Hoopstone rings can only be used from very specific positions - there are four 1x3 rectangles, one centered in each cardinal direction 5 cells away from the ring, with their long sides perpendicular to a straight line between the rectangle's center and the ring. Colonists can only use a hoopstone ring if at least one of these positions can be stood in and isn't already reserved for use. Up to three colonists can use a hoopstone ring at once, throwing stones through it. Slowly trains Shooting skill.
Playing horseshoes
Identical to playing hoopstone, except done with a horseshoe pin; players throw horseshoes at the pin.
Playing poker
A poker table can only be used by a colonist if there is an available, horizontally or vertically adjacent chair. Up to four colonists can use a poker table at once. Slowly trains Intellectual skill, albeit twice as fast as a chess table.
Playing the game of Ur
Identical to playing chess, except colonists do not require chairs to use the board, and it trains Intellectual skill even more slowly.
Praying
Colonists 'praying' will stand motionless somewhere in their bedroom. If the Ideology DLC is active, colonists will preferentially pray in rooms of worship that are not other pawns' bedrooms. Prisoners will also preferentially pray in rooms of worship that are accessible to them, although such a room must also double as a prison cell in order for them to do so.
Only 40% of pawns are 'capable' of spontaneously choosing to pray for recreation, pseudorandomly determined using their ID number as a seed.
Relaxing socially
A gather spot or gathering spot works like a loosely defined social "zone", allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.
If you have a "gather spot" enabled, colonists will gather here to socialize for recreation, especially when idle. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.
Tables and campfires (only) can be designated as gather spots, and are so designated by default when constructed. You can have more than one gather spot, in which case an idle/social pawn appears(?) to choose the closest one when the mood to gather hits them. This should be toggled off on all tables/campfires except for one in your preferred rec/dining room. Not toggling can cause people to gather and have parties at any table (or campfire), perhaps in the middle of an ugly, dirty, dangerous abandoned mining site, making everybody unhappy. Gather spots can be turned off by toggling a command while that object is selected (bottom of the screen).
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.
Skygazing
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. It requires clear weather. The game has a few flavor text names such as "Cloudwatching" and "Stargazing", and all (besides aurora) are functionally identical (the name will change dynamically if the conditions change). This activity is the same length of time as most others are and the same tolerance gain rate.
The name is determined in this order:
- Watching eclipse
- Eclipse: beautiful precept does not affect this activity in any way, and the mood bonus does not require a pawn to watch the eclipse.
- Watching aurora
- During an aurora, recreation gain is 5 times higher and this recreation type is 8 times more likely to be chosen as a recreation source (which will apply even if an eclipse is happening at the same time).
- Stargazing (light provided by the sun is less than 10%)
- Cloudwatching (light provided by the sun is 65% or more)
- Watching sunrise (between midnight and noon)
- Watching sunset (between noon and midnight)
Conditions required for a pawn to consider skygazing:
- There's any space outside the pawn can reach that's not water/marsh/mud
- Current weather is not rain/snow, or the rain/snow is about to clear
- Outdoor temperature is within the pawn's comfortable temperature range
- No acidic smog
- No toxic fallout
- No volcanic winter
- No unnatural darkness
Using telescope
A telescope can only be used if it is in an unroofed cell. Telescopes can be placed indoors or outdoors, and do not degrade due to weather or being inside. A colonist can only use a telescope if its interaction cell can be stood in; oddly, telescopes are usable during daytime. Users stand motionless behind the viewfinder.
Viewing art[Usability in bed?]
This section is suggested to be moved. Destination: Please suggest a target page. Reason: Not an actual move, but this info needs to be the sculpture pages. Additionally, analysis re maximising rec gain is required. |
The pawn will stand next to an installed art piece (small sculpture, large sculpture, grand sculpture, IdeologyIconterror sculpture, AnomalyIconvoid sculpture, or cube sculptures) for an extended time. Colonists choose which art piece to view randomly, favoring those with higher beauty. Art pieces must meet the following criteria to be considered:
- The art piece is indoors
- The art piece belongs to the colonist's faction, or is not owned by a faction
- The art is either under a roof or none of the following are true: the outdoors temperature is outside the colonist's comfortable temperature range, the current amount of rain is at least 25% the maximum amount that occurs during rainy weather, or the outdoors climate is hazardous (due to Events#Toxic_fallout|toxic fallout]], volcanic winter, or
acidic smog)
- The art piece is not housed in a hospital, prison, or used bedroom or barracks lacking a bed owned by the colonist
Recreation gain rate is multiplied by the ratio between the current beauty of the sculpture and base beauty of the sculpture (ignoring material). In case the art piece has negative beauty, the recreation gain rate will become negative - in which case, the pawn will not gain (or lose) any recreation. This also means that, since the pawns is not actively gaining recreation, they'll be losing recreation due to natural decay.
As an example: A grand sculpture has base beauty of 400. A legendary quality marble grand sculpture has beauty of 4330. The ratio between the two is 10.825, meaning that the recreation gain rate of that specific sculpture would be 10.825 times the normal (a 1082.5% recreation gain rate bonus).
Visiting grave
This section is suggested to be moved. Destination: grave and sarcophagus]]. Reason: Not an actual move, but this info needs to be distributed to grave and sarcophagus. |
This section has been suggested for recoding. Reason: Add graph showing relationship of impressiveness to recreation with the room impressiveness labels. You can help RimWorld Wiki by improving it. |
Colonists will visit a filled grave or sarcophagus. They both have an effective recreation power of 100%.
Recreation gain is increased by impressiveness of the room that the contains the grave or sarcophagus, regardless of whether the room is classified as a tomb. This bonus starts +0% recreation power at or below 0 impressiveness and scales linearly up to +0.4x, or a total of 140% recreation power, at 150 room impressiveness. Graves and sarcophagi that are not in a room receive no bonus.
Watching television
Televisions can only be used if powered, and only from very specific positions:
- Tube televisions can be watched in a 3x5 rectangle which starts 2 cells away from the television in its screen's facing direction; the long side is perpendicular to a straight line between the rectangle's center and the television. Cells which do not have line of sight to the television, or which are in a different room, are not usable.
- Flatscreen televisions are similar, but the usability rectangle is 5x6 in size.
- Megascreen televisions' usability rectangles are 6x7 in size.
Colonists not in a bed can use a television if at least one position in its usability rectangle can be stood in. They will preferentially choose positions with chairs that aren't facing directly away from the television.
Colonists in a bed can also use a television without getting out of the bed, provided that their head position is in the usability rectangle.
Version history
- 0.10.785 - Added as Joy with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.
- 0.11.877 - Added new joy activity: build snowman.
- 0.12.906 - Added grave and sarcophagus visiting as joy activity.
- B19/1.0 - Doing passionate work now affects mood instead of recreation.
- 1.1.0 - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.