Difference between revisions of "Space"

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Space reflects a sense of being physically free and able to move aroundIt is harmed by spending extended periods in cramped rooms.
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'''Space''' is the name for two separate elements of the game which are easily confused and not directly relatedSo, depending on context, "Space" can mean ''either'':
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*  a [[colonist]]'s [[Needs|need]] for Space
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* the [[environment]]al concept of the amount of space in a particular room, one of the [[room stats]]
  
==Clearance==
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The first deals with whether a colonist feels their environment is/not open enough, whether they feel that "the walls are closing in" where they spend their time. The second deals with the usable size of a particular room, as one of four stats that together determine the overall [[impressiveness]] of that room.  
Visit the [[Clearance]] page to see how the unseen game mechanic calculates the need for space.
 
  
{| class="wikitable"
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== Need for Space ==
|-
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{{Stub|section=1|reason=General mechanics - are space values instantenous, do they tick up and down gradually, at what rates, ideoligion effects [[Ideoligion#Small spaces]], [[undergrounder]] etc.}}
! Space Need
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[[File:Clearance.png|thumb|right|A pawn standing in the middle would only need 99 of the 193 surrounding spaces to be accessible to get 100% Space satisfaction]]
! Room Size
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Space is one of the needs that pawns have. The Space need is satisfied according to the number of tiles the pawn can walk to within a radius of 7 (193 tiles total). The need is 100% satisfied if there are 99 or more such tiles, and 0% satisfied if there are 3 or fewer.
! Buff
 
! Thought
 
|-
 
| 0% - 29%
 
| 1-20 Squares
 
| -5 debuff
 
| Cramped interior
 
|-
 
| 30% - 69%
 
| 24-48 Squares
 
| No buffs
 
| No thoughts
 
|-
 
| 70% - 100%
 
| 54 or more Squares
 
| +5 buff
 
| Spacious interior
 
  
|}
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Spaces with objects that pawns can walk through, like furniture, benches and trees, still apply towards this stat. Objects that cannot be walked through and act essentially as walls, like the [[nutrient paste dispenser]], do not count towards this stat.
  
Knowing the above information will help quickly determine the size of room you may be interested in.  It has been worked out with empty, square or rectangular shaped rooms for ease, hence the small discrepancy between them.
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The Space need is always 100% satisfied when [[Outdoors|outdoors]], regardless of the amount of accessible space near a player. A pawn in a doorway counts tiles on both sides of the door towards Space satisfaction, even if one or both sides of the door are outdoors.
  
==Room Sizes==
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=== Mood buffs/debuffs ===
Using the clearance calculations and some experimenting, here are some rooms to help visualise quickly what would suit specific room functions.
 
  
For the majority of the time, space isn't a concern when walking from location to location or in areas they don't spent much time.  However there are some key rooms that are worth investing more space to avoid the long term effects of being in cramped rooms.
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There are three [[Thoughts]] associated with pawn satisfaction with its space.
  
The details of each room below cover the smallest size with the minimal items required to avoid the 'cramped' debuff.  However, using the Clearance calculations it will be easy to know how many extra tiles or squares a room will require when adding more furniture.
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:: {| class="wikitable"
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|-
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! Pawn thought
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! Effect
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on mood
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! # of accessible tiles
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(% Space need met)
  
====Bedroom====
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|-
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| "Confined interior"
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|   -10
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| 1 - 3 tiles (0%)
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|-
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| "Cramped interior"
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|    -5
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| 4 - 10 tiles (1% - 29%)
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|-
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|   ''(neutral)''
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|    -
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| 11 - 40 tiles (30%-69%)
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|-
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| "Spacious interior"
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|    +5
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| 41 or more tiles (70% - 100%)
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|}
  
It is often argued that your humanoids don't mind small rooms while asleep. This is not the case, when sleeping they are still affected by the debuff for a cramped room.
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== Space in a room ==
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{{Rewrite|section=1|reason=Use game specific terms - [[Property:Passability]] etc.}}
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A room's "Space" is a value that weighs the different tiles in the room for how easy they are to walk through. Tiles where you can stand (empty tiles, chairs, party spots, ...) are weighted higher than places you can only pass through (lamps, benches, trees, ...).
  
The longer the humanoid spends in a cramped environment, the longer it takes to shake the debuff when entering larger roomsSo it is worth some thought, even for the sleeping space.
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The equation is: '''''(1.4 x tiles where you can stand) + (0.5 x tiles you can walk through)''''' rounded to the nearest integerWhat this means is that an empty room's ''effective'' space starts significantly bigger than the number of tiles, but then is shrunk by .9 (i.e. 1.4 - .5) for most* tiles that are occupied by items.
  
The smallest room size to avoid a buff when sleeping is a 5x5 room.  This allows for a single or double bed, with two humanoids and still avoid the 'cramped' and 'crowded' debuffs. However adding more items will quickly make this bedroom cramped.
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: (* significantly, chairs do not reduce this space; most items do, including beds, work benches, lights, art, etc.)
  
[[File:RWBedroom.png]]
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This number is a factor in the room's overall [[Beauty]] rating, and the overall [[Rooms#Impressiveness|Impressiveness]] -- the higher, the better.
  
====Common Room====
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There are seven Environment designations for how much Space there is in a room:
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:: {| class="wikitable"
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|-
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! Space value
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! Designation
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|-
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| 0-12
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| "cramped"
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|-
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| 13-28
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| "rather tight"
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|-
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| 29-54
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| "average-sized"
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|-
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| 55-69
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| "somewhat spacious"
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|-
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| 70-129
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| "quite spacious"
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|-
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| 130-349
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| "very spacious"
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|-
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| 350 (max value)
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| "extremely spacious"
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|}
  
====Kitchen & Research====
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* See [[Rooms#Space|Rooms/Space]] for more information.
  
====Prison====
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==Confusion==
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[[File:Space_vs._Space.jpg|200px|thumb|right|A pawn in a 9 x 11 room packed wall-to-wall with tables, showing the two-game concepts of "Space" are separate]]
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The game concepts of "Need for Space" and "Space in a room" are easily confused. It's possible for a pawn to have the "Cramped interior" Thought while standing in the wrong part of an "extremely spacious" room (like the end of an 8x1 hallway). Likewise, a pawn can think "Spacious interior" and get 100% Space satisfaction from standing in a merely "average-sized" room.
  
====Hospital====
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[[Category:Game mechanics]]
This can vary depending on how many beds you wish to have in the ward.  However, for best happiness results, stick to a room each.  The smallest size would be the same as the bedroom, 5x5, allowing for a hospital bed and vitals monitor.  This helps remove the 'cramped' debuff but also helps prevent the 'crowded' debuff.
 

Latest revision as of 14:03, 13 October 2024

Space is the name for two separate elements of the game which are easily confused and not directly related. So, depending on context, "Space" can mean either:

The first deals with whether a colonist feels their environment is/not open enough, whether they feel that "the walls are closing in" where they spend their time. The second deals with the usable size of a particular room, as one of four stats that together determine the overall impressiveness of that room.

Need for Space[edit]

A pawn standing in the middle would only need 99 of the 193 surrounding spaces to be accessible to get 100% Space satisfaction

Space is one of the needs that pawns have. The Space need is satisfied according to the number of tiles the pawn can walk to within a radius of 7 (193 tiles total). The need is 100% satisfied if there are 99 or more such tiles, and 0% satisfied if there are 3 or fewer.

Spaces with objects that pawns can walk through, like furniture, benches and trees, still apply towards this stat. Objects that cannot be walked through and act essentially as walls, like the nutrient paste dispenser, do not count towards this stat.

The Space need is always 100% satisfied when outdoors, regardless of the amount of accessible space near a player. A pawn in a doorway counts tiles on both sides of the door towards Space satisfaction, even if one or both sides of the door are outdoors.

Mood buffs/debuffs[edit]

There are three Thoughts associated with pawn satisfaction with its space.

Pawn thought Effect

on mood

# of accessible tiles

(% Space need met)

"Confined interior"   -10 1 - 3 tiles (0%)
"Cramped interior"    -5 4 - 10 tiles (1% - 29%)
   (neutral)    - 11 - 40 tiles (30%-69%)
"Spacious interior"    +5 41 or more tiles (70% - 100%)

Space in a room[edit]

A room's "Space" is a value that weighs the different tiles in the room for how easy they are to walk through. Tiles where you can stand (empty tiles, chairs, party spots, ...) are weighted higher than places you can only pass through (lamps, benches, trees, ...).

The equation is: (1.4 x tiles where you can stand) + (0.5 x tiles you can walk through) rounded to the nearest integer. What this means is that an empty room's effective space starts significantly bigger than the number of tiles, but then is shrunk by .9 (i.e. 1.4 - .5) for most* tiles that are occupied by items.

(* significantly, chairs do not reduce this space; most items do, including beds, work benches, lights, art, etc.)

This number is a factor in the room's overall Beauty rating, and the overall Impressiveness -- the higher, the better.

There are seven Environment designations for how much Space there is in a room:

Space value Designation
0-12 "cramped"
13-28 "rather tight"
29-54 "average-sized"
55-69 "somewhat spacious"
70-129 "quite spacious"
130-349 "very spacious"
350 (max value) "extremely spacious"

Confusion[edit]

A pawn in a 9 x 11 room packed wall-to-wall with tables, showing the two-game concepts of "Space" are separate

The game concepts of "Need for Space" and "Space in a room" are easily confused. It's possible for a pawn to have the "Cramped interior" Thought while standing in the wrong part of an "extremely spacious" room (like the end of an 8x1 hallway). Likewise, a pawn can think "Spacious interior" and get 100% Space satisfaction from standing in a merely "average-sized" room.