Difference between revisions of "Room roles"

From RimWorld Wiki
Jump to navigation Jump to search
m (remove line break)
m (→‎Summary: there is only 1 non-Impressiveness stat that is used directly)
Line 6: Line 6:
 
Certain room types grant a [[mood]] effect 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]] effect 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.
  
In addition, a room - and its associated building - may rely on a specific stat. For example, hospitals, laboratories, and kitchens all use Cleanliness. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off the Cleanliness stat. Players may put several of these buildings in the same room, to take advantage of Cleanliness for all of them.
+
In addition, certain rooms make direct use of the Cleanliness stat. Hospitals, laboratories, and kitchens all use cleanliness; i.e. a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off the Cleanliness stat. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.
  
 
Note that [[beauty]] and [[space]] are also seperate pawn needs, technically independent of the room stat. For example, increasing a tile's beauty will increase a pawn's [[beauty#Beauty need level|beauty ''need'']] within 8 tiles, as well as the room stat (anywhere in the room).
 
Note that [[beauty]] and [[space]] are also seperate pawn needs, technically independent of the room stat. For example, increasing a tile's beauty will increase a pawn's [[beauty#Beauty need level|beauty ''need'']] within 8 tiles, as well as the room stat (anywhere in the room).

Revision as of 08:52, 2 December 2022

Room roles are assigned to a room based on what is inside them, such as a bedroom or barracks.

Summary

Rooms have stats. This includes Impressiveness and its 4 composite stats (Beauty, Cleanliness, Wealth, Space). These values are defined from the items inside. Stats can be inspected using the room inspection tool found in the bottom right of the screen. Rooms can fulfill multiple roles at once, despite the game displaying only 1 label at a time.

Certain room types grant a mood effect 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.

In addition, certain rooms make direct use of the Cleanliness stat. Hospitals, laboratories, and kitchens all use cleanliness; i.e. a medical bed, simple research bench, and electric stove all function off the Cleanliness stat. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.

Note that beauty and space are also seperate pawn needs, technically independent of the room stat. For example, increasing a tile's beauty will increase a pawn's beauty need within 8 tiles, as well as the room stat (anywhere in the room).

List of roles

Label Mood Impact Related Stats Requirements
Room None None No
Bedroom Yes Impressiveness A single Bed, Bedroll or Sleeping spot
Barracks Yes Impressiveness Multiple Beds, Bedrolls or Sleeping spots
Prison cell Yes Impressiveness A single prisoner's bed, Bedroll or sleeping spot
Prison barracks Yes Impressiveness Multiple prisoner's Beds, Bedrolls or sleeping spots
Dining room Yes Impressiveness Table
Rec room Yes Impressiveness Billiards table, chess table, horseshoes pin
Hospital Yes Impressiveness, Cleanliness Hospital bed, or any bed marked as Medical
Laboratory No Cleanliness Simple research bench or Hi-tech research bench
Workshop No None Smithing bench, Hand tailor bench, Electric tailor bench, sculptor's table, Stonecutter's table, Butcher table, Machining table, Electric smelter, Brewery, Drug lab, Fabrication bench, or Crafting spot
ThroneroomContent added by the Royalty DLC No Impressiveness Meditation throne or Grand meditation throne
TempleContent added by the Ideology DLC * No None A Small/Medium/Large Altar / Ideogram
Kitchen No Cleanliness Electric stove, fueled stove or butcher table
Tomb No None Sarcophagus
Barn No None Animal sleeping spot, Animal bed
Storeroom No None Shelf
NurseryContent added by the Biotech DLC Yes? Testing needed Crib or Baby Sleeping Spot
PlayroomContent added by the Biotech DLC Yes? Testing needed Toy Box
ClassroomContent added by the Biotech DLC Yes? Testing needed School Desk
Deathrest ChamberContent added by the Biotech DLC Yes Impressiveness, Testing needed Deathrest casket

* = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.

Other pieces of furniture not mentioned, such as chairs, should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom".

Version history

  • 0.12.906 - Added
  • 1.4.3523 - Added a “storeroom” role for rooms with lots of shelves.
  • Biotech DLC Release - Nursery, Playroom, Classroom, and Deathrest Chamber roles added.