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		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=178903</id>
		<title>Rooms</title>
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		<summary type="html">&lt;p&gt;Rabidman: /* Impressiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- This is a hidden reference because I couldn't figure out how to hide it any other way 😭 --&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;penalty&amp;quot;&amp;gt;Work speed penalty of 80% if not placed in the room with the correct role.&amp;lt;/ref&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center | {{Gameplay Nav}} |}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
A '''room''' is a space fully enclosed by impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, or [[cooler]]s. Corners do not need to be filled in order to enclose a room.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
A room that's at least 75% [[roof]]ed is considered [[indoors]]. This distinction affects [[temperature]], [[Deterioration Rate]], [[Work Speed Factor]], and pawns' [[outdoors]] and indoors needs. {{Check Tag|Verify|Does it really affect all these stats, and how specifically?}}&lt;br /&gt;
&lt;br /&gt;
An indoor room will remain an indoor room when its doors are open — even when they're held open permanently. [[Vac barrier]]s also enclose a room despite not being impassable. If a door is destroyed and the room is no longer enclosed, the room will instantly be considered outdoors.&lt;br /&gt;
&lt;br /&gt;
The maximum size of a room is 36 [[#Map regions|map regions]]. The equivalent size in tiles varies based on the position and shape of the room, but as reference:&lt;br /&gt;
* The maximum area possible per room is 5,184 tiles (72x72).&lt;br /&gt;
* An empty 50x50 square room is the largest room that won't have issues with map regions.&lt;br /&gt;
* The more complex the shape of a room, the more likely it is to run into problems with map regions.&lt;br /&gt;
* Above this size, the area in question will be treated as a non-room indoors space.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Indoor rooms can have a different temperature than the outside. Open [[door]]s, open [[vent]]s, or missing roof tiles will increase the rate at which heat is exchanged with the outdoors. For further information, see the [[temperature]] page.&lt;br /&gt;
&lt;br /&gt;
If 25% or more of a room is unroofed, if it is open to the map edge, or is otherwise not fully enclosed (missing a wall), then it is considered outdoors and it will instantly equalize with the outdoor temperature.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
'''Room roles''' are assigned to a room based on the buildings they contain, such as a ''kitchen'' when containing an [[electric stove]] or a [[fueled stove]]. They determine whether a colonist is affected by all, some, or none of the room stats.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
Certain room roles grant [[mood]]lets based on their [[Impressiveness]], which is affected by all four substats. To gain the moodlet, the room must be used by a pawn for the role's associated purpose (i.e., eating at a table for the dining room role or playing billiards for the rec room role). Despite the game displaying only one role, rooms can grant moodlets from multiple roles when used for that role. The moodlets are typically {{Check Tag|When not?}} applied when a colonist ''begins'' said activity in the room, and they last for 24 hours. {{Check Tag |Verify| What about deathresting? It uses a separate thought.}}&lt;br /&gt;
&lt;br /&gt;
Buildings associated with hospitals, laboratories, and kitchens make direct use of the [[Cleanliness]] stat for their [[Work Speed Factor]].&lt;br /&gt;
&lt;br /&gt;
Some room roles cannot have certain buildings inside without inflicting a mood penalty (i.e., [[Titles#Thrones and Bedrooms|throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} with [[Production|workstations]]).&lt;br /&gt;
&lt;br /&gt;
Pawns also have separate needs for [[Beauty]] and [[Space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for further details.&lt;br /&gt;
&lt;br /&gt;
=== Score calculation ===&lt;br /&gt;
For each room, every room role is given a score based on the buildings inside, and the role with the highest score is the one displayed. In the case of a tie, the earlier roles on the following table take priority.&lt;br /&gt;
&lt;br /&gt;
For the purposes of room role scoring, the following are considered non-baby human beds: {{RoomRolesBuildingList|Bed-associated rooms}}.&lt;br /&gt;
&lt;br /&gt;
=== List of roles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Mood impact&lt;br /&gt;
! Related stats&lt;br /&gt;
! Score calculation logic&lt;br /&gt;
|-&lt;br /&gt;
| Room&lt;br /&gt;
| None&lt;br /&gt;
| None ||&lt;br /&gt;
* Returns a score of 0.99.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroom &amp;lt;ref name=&amp;quot;owner name&amp;quot;&amp;gt;This role will have its owners' name added to its name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There are no human beds.&lt;br /&gt;
** There is at least 1 medical human bed or at least 1 prisoner human bed.&lt;br /&gt;
** There is more than 1 non-assigned human bed.&lt;br /&gt;
** There is at least 1 adult assigned and there are other pawns assigned that are not in its love cluster.&amp;lt;ref&amp;gt;A pawn's love cluster is all the other pawns that can be linked to the pawn through a chain of romantic relationships.&amp;lt;/ref&amp;gt;&lt;br /&gt;
** There is at least 1 child assigned and there aren't any adults assigned that are a parent of the child.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison cell &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situational RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There is more than 1 humanlike bed.&lt;br /&gt;
* Returns 170,000 score for a non-medical prisoner humanlike bed.&lt;br /&gt;
* Returns 100,000 score for a medical prisoner humanlike bed.&lt;br /&gt;
|-&lt;br /&gt;
| Dining room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 12 score per each one of the following: {{RoomRolesBuildingList|Dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Rec room&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 7 score per each one of the following: {{RoomRolesBuildingList|Rec room}}.&lt;br /&gt;
|-&lt;br /&gt;
| Hospital&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]], [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** There are no medical humanlike beds.&lt;br /&gt;
* Returns 100,000 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 60 score per each one of the following: {{RoomRolesBuildingList|Laboratory}}.&lt;br /&gt;
|-&lt;br /&gt;
| Workshop&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 27 score per each one of the following: {{RoomRolesBuildingList|Workshop}}. The [[crafting spot]] does ''not'' count.&lt;br /&gt;
|-&lt;br /&gt;
| Storeroom&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 1 score per each one of the following: {{RoomRolesBuildingList|Storeroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Room Stats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 prisoner humanlike bed.&lt;br /&gt;
** The room is a valid bedroom.&lt;br /&gt;
* Returns 100,100 score for every non-medical humanlike bed otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Prison barracks &amp;lt;ref name=&amp;quot;owner name&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Mood#Situation RoomStats|Yes]]&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** There is at least 1 non-prisoner humanlike bed.&lt;br /&gt;
** There are less than 2 prisoner beds.&lt;br /&gt;
* Returns 100,100 score per non-medical prisoner bed and 50,001 per medical prisoner bed.&lt;br /&gt;
|-&lt;br /&gt;
| Kitchen&lt;br /&gt;
| No&lt;br /&gt;
| [[Room stats|Cleanliness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 28 score per production building that has at least 1 recipe that produces an edible result. The following fulfill the requirement: {{RoomRolesBuildingList|Kitchen}}. The [[brewery]], [[butcher spot]], and [[butcher table]] do ''not'' fulfill the requirement.&lt;br /&gt;
|-&lt;br /&gt;
| Tomb&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 50 score per each one of the following: {{RoomRolesBuildingList|Tomb}}.&lt;br /&gt;
|-&lt;br /&gt;
| Barn&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 7.6 score per non-humanlike bed, which are the following: {{RoomRolesBuildingList|Barn}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[Throne room]] {{RoyaltyIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 10,000 score if there is any one of the following: {{RoomRolesBuildingList|Throne room}}.&lt;br /&gt;
* Returns 0 score otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Temple {{IdeologyIcon}} &amp;lt;ref&amp;gt;This role changes to the ideoligion's set temple name.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns -1 score if the [[Ideology DLC]] is not active.&lt;br /&gt;
* Returns 0 score if there are no altars with the colony's ideology.&lt;br /&gt;
* Returns 75 score per altar with the colony's ideology, with a minimum of 2,000 score. The following are considered altars: {{RoomRolesBuildingList|Temple}}.&lt;br /&gt;
|-&lt;br /&gt;
| Nursery {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 non-medical prisoner bed or at least 1 non-baby bed.&lt;br /&gt;
** There are less than 2 baby beds.&lt;br /&gt;
* Returns 100,200 score per baby bed. The following are considered baby beds: {{RoomRolesBuildingList|Nursery}}.&lt;br /&gt;
|-&lt;br /&gt;
| Playroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 humanlike bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Playroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Classroom {{BiotechIcon}}&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 0 score if any of the following is true:&lt;br /&gt;
** The [[Biotech DLC]] is not active.&lt;br /&gt;
** There is at least 1 human bed in the room.&lt;br /&gt;
* Returns 8 score per each one of the following: {{RoomRolesBuildingList|Classroom}}.&lt;br /&gt;
|-&lt;br /&gt;
| Deathrest chamber {{BiotechIcon}}&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Room stats|Impressiveness]]&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[deathrest casket]] {{BiotechIcon}} and 50 score per [[deathrest accelerator]] {{BiotechIcon}}, [[glucosoid pump]] {{BiotechIcon}}, [[hemogen amplifier]] {{BiotechIcon}}, [[hemopump]] {{BiotechIcon}}, or [[psychofluid pump]] {{BiotechIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Containment cell {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 100 score per [[holding platform]] {{AnomalyIcon}} or [[holding spot]] {{AnomalyIcon}} and 50 score per [[bioferrite harvester]] ,{{AnomalyIcon}} [[electric inhibitor]] ,{{AnomalyIcon}} or [[electroharvester]] {{AnomalyIcon}}.&lt;br /&gt;
|-&lt;br /&gt;
| Ceremonial chamber {{AnomalyIcon}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
* Returns 200 score per each one of the following: {{RoomRolesBuildingList|Ceremonial chamber}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other pieces of [[furniture]] not mentioned, such as [[chair|chairs]], are not considered for score calculation.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[File:quality preview.png|300px|right]]&lt;br /&gt;
'''Room stats''' are values of a room that passively affect both [[thought]]s about the room itself and some events and activities that take place within. These include [[Impressiveness]], which is calculated from four composite stats: [[Wealth]], [[Beauty]], [[Space]], and [[Cleanliness]]. These base stats are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], the room's perimeter, and items within the room.&lt;br /&gt;
&lt;br /&gt;
Room stats can be inspected with the room stats display, which can be toggled with a button in the lower right corner of the screen or a hotkey (''G'' by default). Additional information can also be viewed by holding down the ''Alt'' key.&lt;br /&gt;
&lt;br /&gt;
Room stats affect the following:&lt;br /&gt;
* Medical treatment quality (Cleanliness)&lt;br /&gt;
* Research speed (Cleanliness)&lt;br /&gt;
* [[Food poisoning]] chance in prepared meals (Cleanliness)&lt;br /&gt;
* [[Mood#Room_stats|Mood]] of the people using them (Impressiveness)&lt;br /&gt;
&lt;br /&gt;
The following traits are affected by room stats:&lt;br /&gt;
* [[Greedy]] - Decrease without sufficiently Impressive bedroom.&lt;br /&gt;
* [[Jealous]] - Decrease if anyone has a noticeably better bedroom. {{Check Tag|How much?}}&lt;br /&gt;
* [[Ascetic]] - Decrease if room is too Impressive. Increase if bedroom is dull or worse.&lt;br /&gt;
&lt;br /&gt;
=== Impressiveness ===&lt;br /&gt;
The value for '''Impressiveness''' is based on the four other room stats ('''Wealth''', '''Beauty''', '''Space''', and '''Cleanliness''').&lt;br /&gt;
&lt;br /&gt;
The mood effects from the room depend on the Impressiveness level, and not on the precise value. That value is rounded ''down'' to the nearest whole number, and a label (or &amp;quot;level&amp;quot;) of Impressiveness will be given to the room, according to the table below. This level is used to apply the relevant thought, positive or negative. &lt;br /&gt;
&lt;br /&gt;
The exact mood effects depend on the [[Room#Roles|room role]], with different rooms having different values at each level. For more information, see [[Mood#Room stats|this section of the Mood page]]{{Check Tag|Outdated link}} For bedrooms, dining rooms, and rec rooms, the effects are as follows:{{Check Tag|Verify table|Add values for other room types}}&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Mood impact&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
| {{Bad|-2}} (bedrooms only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
| ''none''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
| {{Good|+2}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
| {{Good|+3}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
| {{Good|+4}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
| {{Good|+5}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
| {{Good|+6}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
| {{Good|+7}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
| {{Good|+8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines ====&lt;br /&gt;
&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:&lt;br /&gt;
&lt;br /&gt;
* '''Keep all four room stats equally in mind.''' There is a heavy weighting towards whichever stat is weakest, which is counted as much as all three other stats combined. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not very effective if the floor is covered in vomit and animal filth (low ''cleanliness''). It is quite difficult to compensate for one low stat by raising the other three.&lt;br /&gt;
&lt;br /&gt;
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. If you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
&lt;br /&gt;
* '''Do not go overboard'''. There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*&lt;br /&gt;
:: (* Not unless you care about the stat for other reasons; &amp;quot;room impressiveness&amp;quot; is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)&lt;br /&gt;
&lt;br /&gt;
==== Formula ====&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Convert each stat into natural units, so that typical in-game stats end up in a range of comparable single digit values.&lt;br /&gt;
# Curve values beyond (-1, 1) using a natural logarithm.&lt;br /&gt;
# Average the four stats into an impressiveness score, weighted towards the lowest one&lt;br /&gt;
# Soft-cap the result according to the space of the room.&lt;br /&gt;
&lt;br /&gt;
Here is a [https://www.desmos.com/calculator/eepwmhgiwr Desmos graph] with the formula implemented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-EXImpressivness&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Detailed formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-EXImpressivness&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
===== Base values =====&lt;br /&gt;
Firstly, all four raw stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
===== Modified values =====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows: {{Check Tag|Add image|An image would be quite useful because the modified values are actually very visually intuitive despite the formula's complexity}}&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt;= 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt;= −1)&lt;br /&gt;
(This is symmetrical for positive and negative values).&lt;br /&gt;
&lt;br /&gt;
===== Impressiveness score =====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25%, just over half, while the other three values each contribute 16.25%, or 48.75% combined.&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I (no change)&lt;br /&gt;
&lt;br /&gt;
This means a room's max impressiveness is soft-capped to 500% of their space score. However, this specific step is only relevant for very small, disproportionately luxurious rooms. Even a 60-space room (S = 0.5) will incur no penalty up to 240 impressiveness, enough to clear the highest bracket (&amp;quot;wondrously impressive&amp;quot;), and a 30-space room (S = 0.24) already reaches &amp;quot;extremely impressive&amp;quot; with no penalty.&lt;br /&gt;
&lt;br /&gt;
===== Takeaways =====&lt;br /&gt;
It can be useful to think of impressiveness as a percentage value composed of four categories; a score of 1 in each category corresponds to 100 impressiveness, while values above 1 stop giving &amp;quot;fair&amp;quot; (ie. linear) returns. One unit of each stat is equivalent to each the following:&lt;br /&gt;
* ''Wealth'' of 1,500&lt;br /&gt;
* ''Beauty'' of 3&lt;br /&gt;
* ''Cleanliness'' of 0 (i.e. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' of 125&lt;br /&gt;
Above these values, it begins to become more economical to invest attention in other stats. A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore, observe that the factors (i.e., modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. In fact, even a well-cleaned room can never have a value over C = 1 (0 cleanliness; perfectly clean) or C = 1.215 (0.6 cleanliness; sterile), meaning rooms above ~100-120 impressiveness will ''always'' be bottlenecked by their cleanliness score. This makes &amp;quot;very impressive&amp;quot; (85-120 impressiveness) a natural set point for many rooms. &lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
Start with a room with a ''wealth'' of 3000, ''space'' of 25, ''cleanliness'' of 0, beauty of 3.&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3000'' ÷ 1500 = 2, but this is curved to 1 + ln(2) = '''1.69'''&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''3'' ÷ 3 = 1&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''25'' ÷ 125 = 0.2&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''0'' ÷ 2.5) = 1&lt;br /&gt;
&lt;br /&gt;
This makes the average score (1.69 + 1 + 0.2 + 1) ÷ 4) = 0.97 and the lowest score 0.2 (space).&lt;br /&gt;
&lt;br /&gt;
From the above numbers, we can calculate the base Impressiveness&lt;br /&gt;
: I = (65 × 0.97) + (35 × 0.2)&lt;br /&gt;
: I = 63 + 7&lt;br /&gt;
: I = 70 (70.21 unrounded)&lt;br /&gt;
Now, I &amp;lt; 500 × '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; (70 &amp;lt; 100), so there is no space penalty. Therefore, the reported Impressiveness of the room is 70 or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the ''wealth'' of the above room by 6000 (4 units), our W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; would become 6 -&amp;gt; 1 + ln(6) = 2.79 (+1.1 increase). Wealth wasn't the lowest stat, so this would only improve impressiveness by 1.1*16.25% = 17.9%, resulting in a score of 88 or &amp;quot;very impressive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If we were to increase the original room's space by 10 units instead, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; becomes 0.28 (0.08 increase). Increasing the bottleneck stat results in a change of 0.08*51.25% = 4.1%, or 74 total impressiveness or &amp;quot;somewhat impressive&amp;quot;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
This is the sum of the [[Market Value]] of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence. &lt;br /&gt;
&lt;br /&gt;
Room beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space ===&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! typical size*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
| 3x4 or smaller*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
| 3x6, 4x5*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
| 4x7, 5x6*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
|}&lt;br /&gt;
: (* These are &amp;quot;safe&amp;quot; approximations; as described, the items placed &amp;lt;u&amp;gt;in&amp;lt;/u&amp;gt; the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily &amp;quot;average&amp;quot; - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is &amp;quot;free&amp;quot;) in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, &amp;quot;rather tight&amp;quot;.)&lt;br /&gt;
: (* Due to floating point inaccuracies, sometimes a room that is right on a threshold may randomly count for one category or the other. For example, a room with 5 standable tiles and 11 walkable but non-standable tiles should come out to exactly 12.5 score, but may result in either &amp;quot;cramped&amp;quot; or &amp;quot;rather tight&amp;quot;. It's safest to not rely on exact values.)&lt;br /&gt;
&lt;br /&gt;
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need.&lt;br /&gt;
&lt;br /&gt;
=== Cleanliness ===&lt;br /&gt;
This stat affects [[Surgery_Success_Chance_Factor#Room_Cleanliness_Multiplier|Surgery Success Chance]], [[Research#Research speed|research speed]], the chance that cooked meals will cause [[food poisoning]], and gene [[Assembly Speed Factor]].{{BiotechIcon}} A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of [[floor]]ing, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[butcher table]] and the [[stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Surface&lt;br /&gt;
! Cleanliness&amp;lt;br/&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Void metal ]]{{AnomalyIcon}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sterile tile]] floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bioferrite plate]]{{AnomalyIcon}} || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| all other constructed [[floor]]ing&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; [[Bridge]]s || 0&lt;br /&gt;
|-&lt;br /&gt;
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0&lt;br /&gt;
|- &lt;br /&gt;
| [[Straw matting]] || -0.1&lt;br /&gt;
|-&lt;br /&gt;
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]], [[Marshy soil]], [[Mud]], [[Broken asphalt]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Chunk]]s || -2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flesh]]{{AnomalyIcon}} || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Dirt, rubble, all other filth]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Blood]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Insect blood, vomit, fuel puddle]] || -15&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Corpsebile]] || -20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; can help locate filth in a given room, which typically stands out due to its negative beauty.&lt;br /&gt;
&lt;br /&gt;
== Map regions ==&lt;br /&gt;
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial) are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option &amp;quot;Draw Regions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myDivision&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Some additional notes:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
* Impassable buildings are never part of any map region.&lt;br /&gt;
** Impassable non-walls (ex: [[Ship engine]]) may create a &amp;quot;red&amp;quot; temporal map region on construction that will be removed once anything else is build/destroyed.&lt;br /&gt;
* Impassable terrain creates map regions confined to its extension.&lt;br /&gt;
** These regions don't interact with the regular ones, but otherwise follow the stated rules.&lt;br /&gt;
* Passable buildings, such as [[fence]]s and [[barricade]]s, create map regions along their extension.&lt;br /&gt;
** These &amp;quot;fence&amp;quot; regions won't interact with other kinds, but otherwise follow the stated rules.&lt;br /&gt;
* Doors have unique behavior&lt;br /&gt;
** Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.&lt;br /&gt;
*** Impassable objects will delete the overlapping section, no interaction otherwise.&lt;br /&gt;
** Double tile doors create 2 map regions, 1 for each of its tiles.&lt;br /&gt;
** The map regions created by doors don't interact with any other, not even each other.&lt;br /&gt;
* The grid defining regions is drawn from the bottom-left of the map row by row. &lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.&lt;br /&gt;
* [[Royalty DLC]] release - Throne room role added.&lt;br /&gt;
* [[Ideology DLC]] release - Temple room role added.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added the storeroom role for rooms with lots of shelves.&lt;br /&gt;
* [[Biotech DLC]] release - Nursery, playroom, classroom, and deathrest chamber roles added.&lt;br /&gt;
* [[Anomaly DLC]] release - Containment cell and ceremonial chamber roles added.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Rabidman</name></author>
	</entry>
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