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A '''room''' is a fully enclosed space with either impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, and [[cooler]]s, or fence-like objects such as [[Fence]]s and [[Barricade]]s. Corners do not need to be filled in order to enclose a room.
+
A '''room''' is an enclosed space that has additional mechanics, interactions, and statistics associated with it.
  
 
== General ==
 
== General ==
Rooms require to at least be 75% [[roof]]ed in order to alter their [[temperature]] from that outside. Rooms without enough roof, or those no longer enclosed, will be considered outdoors for this purpose and will ''instantly'' adopt the outdoors temperature. Rooms with open [[door]]s, [[vent]]s, or partial roof cover (75%-100%) are considered indoors - while these will leak heat faster, their temperature can still be changed. For further information on temperature mechanics, see the [[temperature]] page.
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Rooms are spaces that are fully enclosed with impassible objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, and [[cooler]]s. Corners do not need to be filled in order to enclose a room.
  
Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the [[outdoors]] and [[indoors]] needs.
+
Rooms must be at least 75% [[roof]]ed in order to alter their [[temperature]] from that outside. Rooms without enough roof, or rooms that are no longer enclosed, will be considered outdoors for temperature, and will ''instantly'' become the outdoors temperature. Rooms with an open door or [[vent]] or with roof covering between 75% and 100% are still considered indoors - they'll leak heat faster, but their temperature can still be changed. For further information on temperature mechanics, see the [[Temperature]] page.
  
Do note that the maximum size a room can have is 36 [[#Map regions|map regions]]. The equivalent size in tiles varies based on the position and shape of the room, but as reference:
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Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the [[Outdoors]] and [[Indoors]] needs.
* The maximum area possible per room is 5184 tiles (72x72).
 
* An empty 50x50 square room is the largest room that won't have issues with map regions.
 
* The more complex the shape of a room, the more likely it is to run into problems with map regions.
 
* Above this size, the area in question will be treated as a non-room indoors space.
 
  
 
== Stats ==
 
== Stats ==
[[File:quality preview.png|300px|right]]
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[[File:quality_preview.png|300px|right]]'''Room stats''' are values of a room that passively affect both thoughts about the room itself and some events and activities that take place within. The stats of a room are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], items that enclose or are within the room. Room stats can be inspected with the "Room Stats Display", which can be toggled on/off in the lower right corner of the screen or via a hotkey.
'''Room stats''' are values of a room that passively affect both thoughts about the room itself and some events and activities that take place within. The stats of a room are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], items that enclose or are within the room. Room stats can be inspected with the "Room Stats Display", which can be toggled on/off in the lower right corner of the screen or via a hotkey.
 
  
Room roles, which also can be inspected with the same tool, determine whether a colonist is affected by all, some or none of the room stats. Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room.
+
Room roles, which also can be inspected with the same tool, determine whether a colonist is affected by all, some or none of the room stats. Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room.
  
 
Room stats are:
 
Room stats are:
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Certain room types grant a [[mood]]let based on how impressive it is, and rely on all of its substats. To gain it, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room). They are typically applied when a colonist ''begins'' said activity in the room, and last for 24 hours. Not all rooms have moodlets related to Impressiveness.
 
Certain room types grant a [[mood]]let based on how impressive it is, and rely on all of its substats. To gain it, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room). They are typically applied when a colonist ''begins'' said activity in the room, and last for 24 hours. Not all rooms have moodlets related to Impressiveness.
  
Note that while rooms can only have one of the room role labels at a time, they can fill multiple of them simultaneously and grant the benefits. The associate thought and mood effect is triggered only by using the room for its associated purpose ''for each role''. For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room. However, a character will gain the thought about a Dining Room if they eat at the table in that room, as well as gaining the thought about a Rec Room if they utilize one of the recreational activities in the room. If they, for example, only eat in the room and use a recreational activity elsewhere (ex. a [[Telescope]]), they'll only gain the dining room thought and not the rec room thought.
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Note that while rooms can only have one of the room role labels at a time, they can fill multiple of them simultaneously and grant the benefits. The associate thought and mood effect is triggered only by using the room for its associated purpose ''for each role''. For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room. However, a character will gain the thought about a Dining Room if they eat at the table in that room, as well as gaining the thought about a Rec Room if they utilize one of the recreational activities in the room. If they, for example, only eat in the room and use a recreational activity elsewhere (ex. a [[Telescope]]), they'll only gain the dining room thought and not the rec room thought.
  
 
In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off Cleanliness. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.  
 
In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off Cleanliness. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.  
  
Some room roles cannot have some buildings inside them, or they cease to function as the role or inflict a mood penalty. Examples include [[Titles#Thrones and Bedrooms|Throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} which cannot contain workstations and select other buildings without inflicting a mood penalty.
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Some room roles cannot have some buildings inside them, or they cease to function as the role or inflict a mood penalty. Examples include [[Titles#Thrones and Bedrooms|Throne rooms]]{{RoyaltyIcon}} and temples{{IdeologyIcon}} which cannot contain workstations and select other buildings without inflicting a mood penalty.
  
 
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 details.
 
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 details.
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=== List of roles ===
 
=== List of roles ===
{{Stub|section=1|reason=All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained}}
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Label
 
! Label
 
! Mood Impact
 
! Mood Impact
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|-
 
|-
 
| Bedroom
 
| Bedroom
| [[Mood#Room Stats|Yes]]
+
| [[Mood#Room_Stats|Yes]]
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| A single* [[bed]], [[sleeping spot]], or other bed equivalent
 
| A single* [[bed]], [[sleeping spot]], or other bed equivalent
 
|-
 
|-
 
| Barracks
 
| Barracks
| [[Mood#Room Stats|Yes]]
+
| [[Mood#Room_Stats|Yes]]
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| Multiple [[bed]]s, [[sleeping spot]]s, or other bed equivalent
 
| Multiple [[bed]]s, [[sleeping spot]]s, or other bed equivalent
 
|-
 
|-
 
| Prison cell
 
| Prison cell
| [[Mood#Situational RoomStats|Yes]]
+
| [[Mood#Situational_RoomStats|Yes]]
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| A single [[prisoner]]'s [[bed]], [[sleeping spot]], or other bed equivalent
 
| A single [[prisoner]]'s [[bed]], [[sleeping spot]], or other bed equivalent
 
|-
 
|-
 
| Prison barracks
 
| Prison barracks
| [[Mood#Situation RoomStats|Yes]]
+
| [[Mood#Situation_RoomStats|Yes]]
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| Multiple [[prisoner]]'s [[bed]]s, [[sleeping spot]]s, or other bed equivalent
 
| Multiple [[prisoner]]'s [[bed]]s, [[sleeping spot]]s, or other bed equivalent
 
|-
 
|-
 
| Dining room
 
| Dining room
| [[Mood#Room Stats|Yes]]
+
| [[Mood#Room_Stats|Yes]]
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| [[Table]]
 
| [[Table]]
 
|-
 
|-
 
| Rec room
 
| Rec room
| [[Mood#Room Stats|Yes]]
+
| [[Mood#Room_Stats|Yes]]
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| [[Billiards table]], [[chess table]], [[horseshoes pin]]
 
| [[Billiards table]], [[chess table]], [[horseshoes pin]]
 
|-
 
|-
 
| Hospital
 
| Hospital
| [[Mood#Situation RoomStats|Yes]]
+
| [[Mood#Situation_RoomStats|Yes]]
 
| [[Impressiveness]], [[Room stats|Cleanliness]]
 
| [[Impressiveness]], [[Room stats|Cleanliness]]
 
| [[Hospital bed]], or any bed marked as Medical
 
| [[Hospital bed]], or any bed marked as Medical
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| No
 
| No
 
| [[Room stats|Cleanliness]]
 
| [[Room stats|Cleanliness]]
| Any [[Research bench]], [[Mech gestator]] or [[Subcore encoder]] and their equivalents
+
| [[Simple research bench]] or [[Hi-tech research bench]]
 
|-
 
|-
 
| Workshop
 
| Workshop
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| [[Smithing bench]], [[Hand tailor bench]], [[Electric tailor bench]], [[Art bench]], [[Stonecutter's table]], [[Butcher table]], [[Machining table]], [[Electric smelter]], [[Brewery]], [[Drug lab]], [[Fabrication bench]], or [[Crafting spot]]
 
| [[Smithing bench]], [[Hand tailor bench]], [[Electric tailor bench]], [[Art bench]], [[Stonecutter's table]], [[Butcher table]], [[Machining table]], [[Electric smelter]], [[Brewery]], [[Drug lab]], [[Fabrication bench]], or [[Crafting spot]]
 
|-
 
|-
| [[Throne room]] {{RoyaltyIcon}}
+
| Throneroom{{RoyaltyIcon}}
 
| No
 
| No
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| [[Meditation throne]] or [[Grand meditation throne]]
 
| [[Meditation throne]] or [[Grand meditation throne]]
 
|-
 
|-
| Temple {{IdeologyIcon}} **
+
| Temple{{IdeologyIcon}} **
 
| No
 
| No
 
| None
 
| None
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| [[Shelf]]
 
| [[Shelf]]
 
|-
 
|-
| Nursery {{BiotechIcon}}
+
| Nursery{{BiotechIcon}}
 
| Yes?
 
| Yes?
| None
+
| Testing needed
 
| [[Crib]] or [[Baby sleeping spot|Baby Sleeping Spot]]
 
| [[Crib]] or [[Baby sleeping spot|Baby Sleeping Spot]]
 
|-
 
|-
| Playroom {{BiotechIcon}}
+
| Playroom{{BiotechIcon}}
 
| Yes?
 
| Yes?
| None
+
| Testing needed
 
| [[Toy box|Toy Box]]
 
| [[Toy box|Toy Box]]
 
|-
 
|-
| Classroom {{BiotechIcon}}
+
| Classroom{{BiotechIcon}}
 
| Yes?
 
| Yes?
| None
+
| Testing needed
 
| [[School desk|School Desk]]
 
| [[School desk|School Desk]]
 
|-
 
|-
| Deathrest Chamber {{BiotechIcon}}
+
| Deathrest Chamber{{BiotechIcon}}
 
| Yes
 
| Yes
 
| [[Room stats|Impressiveness]], Testing needed
 
| [[Room stats|Impressiveness]], Testing needed
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|-
 
|-
 
|}
 
|}
<nowiki>*</nowiki> = Bedrooms are not turned into barracks if lovers, or their [[babies]] / [[children]],{{BiotechIcon}} share the same bedroom, even in separate beds. Also, [[crib]]s{{BiotechIcon}} and animal sleeping areas have no impact on creating barracks.<br/>
+
<nowiki>*</nowiki> = Bedrooms are not turned into barracks if lovers, or their [[babies]] / [[children]],{{BiotechIcon}} share the same bedroom, even in separate beds. Also, [[crib]]s{{BiotechIcon}} and animal sleeping areas have no impact on creating barracks.<br>
 
<nowiki>**</nowiki> = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.
 
<nowiki>**</nowiki> = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.
  
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While the ''output'' mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will '''not''' round down ''inputs'' to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 ''Impressiveness'' to "Slightly impressive" at 50 ''Impressiveness'' directly impacts mood.
 
While the ''output'' mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will '''not''' round down ''inputs'' to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 ''Impressiveness'' to "Slightly impressive" at 50 ''Impressiveness'' directly impacts mood.
  
The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the [[Mood#Situation RoomStats|relevant]] [[Mood#Room Stats|section]] of the Mood page.
+
The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the [[Mood#Situation_RoomStats|relevant]] [[Mood#Room_Stats|section]] of the Mood page.
  
::{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
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:: {| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| < 20
 
| < 20
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=== Guidelines ===
 
=== Guidelines ===
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:
+
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:
  
* '''Keep all four room stats equally in mind, when designing an impressive room.''' There is a heavy weighting towards the ''weakest'' of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit and animal filth (low ''cleanliness'') - go figure. It is very difficult to compensate for one low contributing factor by raising the others.
+
* '''Keep all four room stats equally in mind, when designing an impressive room.''' There is a heavy weighting towards the ''weakest'' of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit and animal filth (low ''cleanliness'') - go figure. It is very difficult to compensate for one low contributing factor by raising the others.
  
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" 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 "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.
+
* '''Making a particularly small room ''impressive'' is difficult.'''   Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" 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 "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.
  
* '''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.
+
* '''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.
  
* '''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.*
+
* '''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.*
:: (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)
+
:: (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)
  
 
=== Formula ===
 
=== Formula ===
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(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).
 
(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).
  
Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the "modified" base values will only meaningfully grow for low base values, before returns start to diminish rapidly. An example about room ''wealth'' explains it best.
+
Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the "modified" base values will only meaningfully grow for low base values, before returns start to diminish rapidly. An example about room ''wealth'' explains it best.
  
 
Start with a room with a ''wealth'' of 3000:
 
Start with a room with a ''wealth'' of 3000:
 
: W<sub>b</sub> = 3000 ÷ 1500 = 2
 
: W<sub>b</sub> = 3000 ÷ 1500 = 2
: W<sub>m</sub> = 1 + ln(W<sub>b</sub>) = 1 + ln(2) = '''1.69'''
+
: W<sub>m</sub> = 1 + ln(W<sub>b</sub>) = 1 + ln(2) = '''1.69'''
 
Now lets ''triple'' the ''wealth'' to 9000:
 
Now lets ''triple'' the ''wealth'' to 9000:
 
: W<sub>b</sub> triples to 6
 
: W<sub>b</sub> triples to 6
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   I' = 0.25 × I + 0.75 × S'
 
   I' = 0.25 × I + 0.75 × S'
 
  else
 
  else
   I' = I (no change)
+
   I' = I (no change)
 
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness.
 
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness.
  
''Example:'' a "rather tight" room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100. Any impressiveness up to 100 would not be affected in this case. However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers). This is because the equation is
+
''Example:'' a "rather tight" room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100. Any impressiveness up to 100 would not be affected in this case. However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers). This is because the equation is
 
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101
 
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101
 
therefore i = 4 (''i'' is the required increment).
 
therefore i = 4 (''i'' is the required increment).
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* ''Wealth'' above 1,500
 
* ''Wealth'' above 1,500
 
* ''Beauty'' above 3
 
* ''Beauty'' above 3
* ''Cleanliness'' above 0 (i.e. when using any cleanliness enhancers)
+
* ''Cleanliness'' above 0 (ie. when using any cleanliness enhancers)
 
* ''Space'' above 125
 
* ''Space'' above 125
If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" 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.
+
If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" 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.
  
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 "very spacious", or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. This makes sense intuitively, since we usually associate "impressive rooms" with being very spacious.
+
Furthermore observe that the factors (ie. modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is "very spacious", or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. This makes sense intuitively, since we usually associate "impressive rooms" with being very spacious.
  
 
== Wealth ==
 
== Wealth ==
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.
+
This is the sum of the market value of all items in the room and all walls and doors surrounding the room. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included.
  
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
+
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-
 
|-
 
| < 500
 
| < 500
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| >= 1000000
 
| >= 1000000
 
| unbelievably luxurious
 
| unbelievably luxurious
 +
 
|}
 
|}
  
 
== Beauty ==
 
== Beauty ==
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.  
+
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Floor tiles underneath walls and doors have no influence.  
  
Room beauty is calculated as:
+
Room Beauty is calculated as:
  
 
<pre>TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)
 
<pre>TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)
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This means that all rooms with less than 40 internal space will have their beauty penalised.
 
This means that all rooms with less than 40 internal space will have their beauty penalised.
  
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
+
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| < -3.5
 
| < -3.5
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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.
 
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.
  
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
+
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 
! typical size*
 
! typical size*
 +
 
|-
 
|-
 
| < 12.5
 
| < 12.5
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| extremely spacious
 
| extremely spacious
 
|}
 
|}
: (* These are "safe" approximations; as described, the items placed <u>in</u> the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - 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 "free") in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, "rather tight".)
+
: (* These are "safe" approximations; as described, the items placed <u>in</u> the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plantpot and one artwork (1 tile each, a chair is "free") in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, "rather tight".)
  
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need.  
+
Note, that space of the room affects only its impressivenes. Careful to not confuse with Pawn's [[space]] need.  
  
 
== Cleanliness ==
 
== Cleanliness ==
 
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause [[food poisoning]]. 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.
 
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause [[food poisoning]]. 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.
  
<div style=display:inline-grid>
+
::: {| class="wikitable"
:::{| class="wikitable"  
+
|-
 
! Room Cleanliness
 
! Room Cleanliness
 
! Description
 
! Description
Line 445: Line 453:
 
| dirty
 
| dirty
 
|-
 
|-
| >= -0.4 and < -0.05
+
| >= -0.4 and < -0.05
 
| slightly dirty
 
| slightly dirty
 
|-
 
|-
Line 454: Line 462:
 
| sterile
 
| sterile
 
|}
 
|}
</div>
+
 
<div style=display:inline-grid>
+
: {| class="wikitable"
:{| class="wikitable"
 
 
|-
 
|-
 
! Surface
 
! Surface
! Cleanliness<br/>Value
+
! Cleanliness<br>Value
 
|-
 
|-
 
| [[Sterile tile]] floor || 0.6
 
| [[Sterile tile]] floor || 0.6
Line 485: Line 492:
 
| [[Filth|Corpsebile]] || -20
 
| [[Filth|Corpsebile]] || -20
 
|}
 
|}
</div>
 
  
 
Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".
 
Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".
Line 492: Line 498:
  
 
==== Test ====
 
==== Test ====
 +
 
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:
 
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:
  
:{| class="wikitable"
+
: {| class="wikitable"
 
|+ Effect of filth over sterile rooms
 
|+ Effect of filth over sterile rooms
 
|-
 
|-
 
! Size m^2
 
! Size m^2
! Measurements
+
!Measurements
! Dirt beauty
+
!Dirt beauty
! Cleanliness<br/>Value
+
!Cleanliness<br>Value
! Cleanliness<br/>Value Difference
+
!Cleanliness<br>Value Difference
 
|-
 
|-
 
| 1 || 1*1 || -15 || -4.40/0.60 || -5
 
| 1 || 1*1 || -15 || -4.40/0.60 || -5
Line 513: Line 520:
  
 
'''Spilling behavior (observed in hospital):'''
 
'''Spilling behavior (observed in hospital):'''
* When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
+
*When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
  
 
'''Spilling test:'''
 
'''Spilling test:'''
* Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool".  
+
*Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool".  
* Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
+
*Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
  
 
'''Observation:'''
 
'''Observation:'''
* Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will.
+
*Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will.
 
'''After further observations:'''
 
'''After further observations:'''
* This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
+
*This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
* Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile.
+
*Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile.
  
 
'''Stacking of dirt and filth test'''
 
'''Stacking of dirt and filth test'''
* Method: 5*5 room, stacking as much filth as possible over all tiles.
+
*Method: 5*5 room, stacking as much filth as possible over all tiles.
** Adding blood (-30) from ''Spilling test''.  
+
**Adding blood (-30) from ''Spilling test''.  
** Adding fire foam (-25) using dev tools.
+
**Adding fire foam (-25) using dev tools.
** getting rid of the floor (-1).  
+
**getting rid of the floor (-1).  
** Adding vomit (-41).
+
**Adding vomit (-41).
** Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).  
+
**Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).  
** insect fluids have not been tested.
+
**insect fluids have not been tested.
  
* Results:
+
*Results:
** From the given results it seems that the tiles can not have a beauty value past -107.
+
**From the given results it seems that the tiles can not have a beauty value past -107.
** It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
+
**It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
** Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
+
**Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
  
 
Observation:
 
Observation:
 
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
 
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
  
:{| class="wikitable"
+
: {| class="wikitable"
 
|+ Beauty values by type of filth (sample) :
 
|+ Beauty values by type of filth (sample) :
 
|-
 
|-
 
! Filth
 
! Filth
! Beauty (outdoor)
+
!Beauty (outdoor)
! Beauty (indoor)
+
!Beauty (indoor)
 
|-
 
|-
 
| blood || -8 to -10 || -15 to -30
 
| blood || -8 to -10 || -15 to -30
Line 557: Line 564:
 
| fire foam || -8 || -25
 
| fire foam || -8 || -25
 
|-
 
|-
| item on floor || -6 to -7 || -6 to -7
+
| item on floor || -6 to -7|| -6 to -7
 
|-
 
|-
 
| meat on floor || -20 || -20
 
| meat on floor || -20 || -20
Line 575: Line 582:
  
 
'''Conclusion'''
 
'''Conclusion'''
* After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
+
*After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
** The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
+
**The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
** The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
+
**The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
* Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower).
+
*Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower).
** The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
+
**The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
** The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
+
**The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
 
 
== Map regions ==
 
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), buildings able to create rooms (such as [[fence]]s, [[barricade]]s, [[door]]s), and impassable terrain 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 "Draw Regions".
 
 
 
<div class="mw-customtoggle-myDivision" style="display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none">Some additional notes:</div>
 
 
 
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myDivision">
 
<div class="mw-collapsible-content" style="background:rgba(255,255,255,.5);margin-top:10px;padding:10px;border-radius:5px">
 
* Impassable buildings are never part of any map region.
 
** Impassable non-walls (ex: [[Ship engine]]) may create a "red" temporal map region on construction that will be removed once anything else is build/destroyed.
 
* Impassable terrain creates map regions confined to its extension.
 
** These regions don't interact with the regular ones, but otherwise follow the stated rules.
 
* Passable buildings able to create rooms, such as [[fence]]s, create map regions along its extension.
 
** These "fence" regions won't interact with other kinds, but otherwise follow the stated rules.
 
* Doors have unique behavior
 
** 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.
 
*** Impassable objects will delete the overlapping section, no interaction otherwise.
 
** Double tile doors create 2 map regions, 1 for each of its tiles.
 
** The map regions created by doors don't interact with any other, not even each other.
 
* The grid defining regions is drawn from the bottom of the map. Further test required to tell from which corner, but earlier test suggest bottom-left.
 
</div></div>
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* [[Version/0.12.906|0.12.906]] - Added
 
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
 
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.
 
 
* [[Version/1.4.3523|1.4.3523]] - Added a “storeroom” role for rooms with lots of shelves.
 
* [[Version/1.4.3523|1.4.3523]] - Added a “storeroom” role for rooms with lots of shelves.
 
* [[Biotech DLC]] Release - Nursery, Playroom, Classroom, and Deathrest Chamber roles added.
 
* [[Biotech DLC]] Release - Nursery, Playroom, Classroom, and Deathrest Chamber roles added.
 
[[Category:Game mechanics]]
 

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