Difference between revisions of "Floors"

From RimWorld Wiki
Jump to navigation Jump to search
(We promisssse we aren't ssssnake people, you're just a conssspirasssy nut.)
Line 28: Line 28:
 
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
 
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
  
Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the posssibility of infection.  Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.
+
Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the possibility of infection.  Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.
  
 
=== No plant growth ===
 
=== No plant growth ===

Revision as of 05:38, 8 June 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu

Floors are a type of constructions which cover the natural terrain with an artificial surface. Floors do not prevent other constructions to be built on top of them.

Effects

Constructed floors can bring benefits such as increased movement speed, beauty, and cleanliness, as well as preventing wild plants from growing and fire from spreading.

Movement speed

Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. Trees prevent movement altogether, and also prevent roofs from being built over them. Other natural surfaces incapable of growing vegetation such as raw stone, sand or ice also have lower movement speeds. Flooring a frequent path will reduce the time required to walk between the two areas.

Different flooring (and unfloored areas) in different locations

Beauty of room

Colonists are affected in mood according to their surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. Carpets for instance can give an increased Beauty to a room, and can make bedrooms look nicer for their occupants.

Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.

Sanitation / Safety

Flooring is an important factor when calculating a room's Cleanliness, which is important for most rooms but particularly for kitchens, hospitals and laboratories.

Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the possibility of infection. Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.

No plant growth

Any flooring placed outdoors will prevent grass, bushes or trees from spreading there. This can be useful to keep any trees from growing in the path of a wind turbine and reducing its power output. Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby. It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.

Flooring can even help with security in certain biomes. While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.

Removing Floors

Floors can be removed with the Remove floor order, which is found under the Architect/Floors tab. After floors are removed, the tile will retain its old terrain type.

Most (but not all(which?)) floors types return back, on average, half of the resources spent at construction, which can be useful when raiding settlements or temporary camps.

Types of Flooring

There are several different types of flooring available, with each requiring specific resources to construct each tile.

  • Name Variants Resources per tile Work to Build Beauty Move Speed Modifier Flammability Cleanliness Wealth
    Bridge Ex.png Wood 12 1,500 ticks (25 secs) 0 100% 80% 0 100% 100% 20
    Burned floor Carpet, Fine carpetContent added by the Royalty DLC, Straw matting, Wood -6 93% 0% 0 0
    Burned floor Carpet, Straw matting, Wood floor Ex.png Any Carpet/Straw matting/Wood floor -6 93% 0% 0 100% 100% 0
    Carpet 63 colors Ex.png Cloth 7 800 ticks (13.33 secs) 2 100% 32% 0 200% 100% 13
    Concrete Ex.png Steel 1 100 ticks (1.67 secs) -1 100% 0% 0 80% 100% 2.3
    Flagstone Limestone, Marble, Granite, Sandstone, Slate Ex.png Stuff 4 (Stony) 500 ticks (8.33 secs) 0 100% 0% 0 80% 100% 5.5
    Gold tile Check.png Gold 70 800 ticks (13.33 secs) 11 100% 0% 0.2 60% 100% 705
    Paved tile Ex.png Steel 2 300 ticks (5 secs) 0 100% 0% 0 80% 100% 4.9
    Silver tile Check.png Silver 70 800 ticks (13.33 secs) 4 100% 0% 0.2 60% 100% 73
    Steel tile Ex.png Steel 7 800 ticks (13.33 secs) 0 100% 0% 0.2 60% 100% 16
    Sterile tile Ex.png Steel 3 +  Silver 12 1,600 ticks (26.67 secs) -1 100% 0% 0.6 60% 100% 24
    Stone tile Limestone, Marble, Granite, Sandstone, Slate Ex.png Stuff 4 (Stony) 1,100 ticks (18.33 secs) 1 100% 0% 0 80% 100% 8
    Straw matting Ex.png Hay 2 120 ticks (2 secs) -1 93% 150% -0.1 100% 5% 1.6
    Wood floor Ex.png Wood 3 85 ticks (1.42 secs) 0 100% 22% 0 100% 100% 3.9
    Bioferrite plate Content added by the Anomaly DLC Ex.png Bioferrite 4 840 ticks (14 secs) -2 100% 15% 0 60% 100% 5.5
    Flesh Content added by the Anomaly DLC Ex.png -10 87% 32% -3 150% Expression error: Missing operand for *.% 0
    Void metal Content added by the Anomaly DLC Ex.png 0 100% 0% 1 60% 100% 0
    Fungal gravel Content added by the Ideology DLC Ex.png Overhead mountain 1,000 ticks (16.67 secs) -1 87% 0% -1 100% 100% 0
    Hex carpet Content added by the Ideology DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Hex tile Content added by the Ideology DLC Check.png Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 60% 100% 41
    Mindbend carpet Content added by the Ideology DLC Diamond, Purple, Green, Blue, Yellow Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Morbid carpet Content added by the Ideology DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Morbid stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Spikecore plates Content added by the Ideology DLC Check.png Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 60% 100% 41
    Spikecore stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Totemic boards Content added by the Ideology DLC Check.png Wood 20 5,000 ticks (1.39 mins) 3 100% 22% 0 100% 100% 42
    Totemic stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Fine carpet Content added by the Royalty DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Fine stone tile Content added by the Royalty DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
  • Verson History

    • 0.11.877 - You can now remove floors to reveal the terrain underneath.

    See also