Difference between revisions of "Space"

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m (→‎Calculating: Reworded for readability and clarity)
(Rewrote everything for completeness, accuracy, salience and readability; added the Environmental concept of Space)
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{{Version|0.17.1557}}
 
{{Version|0.17.1557}}
  
Space reflects a sense of being physically free and able to move around.  It is harmed by spending extended periods in cramped rooms.
+
"Space" is the name for two separate elements of the game which are easily confused: a [[pawn]]'s [[Needs|need]] for Space; and the [[Environment]]al concept of the amount of space in a particular room.
  
==Mood table==
+
==Need for Space==
 +
 
 +
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.
 +
 
 +
Objects like furniture, benches and trees that pawns can walk through don't affect this stat. Objects that cannot be walked through, like [[nutrient paste dispensers]] and  act essentially as walls, covering some accessible tiles and possibly cutting off a path to others.
 +
 
 +
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.
 +
 
 +
===Mood buffs/debuffs===
 +
 
 +
There are three [[Thoughts]] associated with pawn satisfaction with its space.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Space Need Met
+
! Pawn thought
! Clearance
+
! Effect
! Mood Buff/Debuff
+
on mood
! Thought
+
! % Space need met
 +
(# of accessible tiles)
 
|-
 
|-
| 0%
+
| "Very cramped interior"
| 1 - 3
 
 
| -10
 
| -10
| Very cramped interior
+
| 0% (1 - 3 tiles)
 
|-
 
|-
| 1% - 29%
+
| "Cramped interior"
| 4 - 10
 
 
| -5
 
| -5
| Cramped interior
+
| 1% - 29% (4 - 10 tiles)
|-
 
| 30% - 69%
 
| 11 - 40
 
| No effect
 
| No thoughts
 
 
|-
 
|-
| 70% - 100%
+
| "Spacious interior"
| 41+
 
 
| +5
 
| +5
| Spacious interior
+
| 70% - 100% (41 or more tiles)
 
|}
 
|}
  
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.
+
(There is no Space-related Thought between 30% and 69% satisfaction)
 
 
The need will increase to maximum when a character is outside, but they are never affected by any space-related thoughts. When moving from the outside to a small room, they may temporarily have positive thoughts before the need drops.
 
 
 
==Clearance==
 
===Clearance Sight Range===
 
Humanoids take regular looks around their environment. Each time, they look at squares of flooring within their clearance sight range - a radius of 8 squares (193 observed squares). Squares outside the room the humanoid is in are not observed. Walls do not block this, as long as the room is the same; for example, if a room is almost divided by a wall in the middle, a human standing near the wall will still consider tiles behind the wall.
 
  
===Calculating===
+
==Space in a room==
[[File:Clearance.png|thumb|right]]
 
Every tile that can be walked on counts for clearance, regardless of what items are there. Cells with beds, workbenches, lamps, plant pots, items, paws, dead bodies and anything else that can be walked across still count towards clearance. Cells with walls, comms consoles, nutriment paste dispensers, etc. do not count towards clearance because they cannot be crossed.
 
  
A character standing in the corner of a very large room will settle at 78% need, because they can see 56 tiles.
+
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, ...).
  
A character standing in the door of a room that leads outside will see the outdoors area, and their need for Space will met 100%, but they will consider themselves to be in a room, giving them +5 mood.
+
The equation is: '''''(1.4 x tiles where you can stand) + (0.5 x tiles you can walk through)''''' rounded to the nearest integer.
  
===Clearance - space table===
+
This number is a factor in the the room's overall [[Beauty]] rating -- the higher, the better.
  
 +
There are seven Environment designations for how much Space there is in a room:
 
{| class="wikitable"
 
{| class="wikitable"
!Clearance
 
!Space need
 
|-
 
|1
 
|0%
 
|-
 
|2
 
|0%
 
|-
 
|3
 
|0%
 
|-
 
|4
 
|4.2%
 
|-
 
|5
 
|8.3%
 
|-
 
|6
 
|12%
 
|-
 
|7
 
|17%
 
|-
 
|8
 
|21%
 
|-
 
|9
 
|25%
 
|-
 
|10
 
|29%
 
|-
 
|11
 
|32%
 
|-
 
|12
 
|36%
 
|-
 
|13
 
|39%
 
|-
 
|14
 
|43%
 
|-
 
|15
 
|46%
 
|-
 
|16
 
|50%
 
|-
 
|17
 
|51%
 
|-
 
|18
 
|52%
 
|-
 
|19
 
|52%
 
|-
 
|20
 
|53%
 
|-
 
|21
 
|54%
 
|-
 
|22
 
|55%
 
|-
 
|23
 
|56%
 
|-
 
|24
 
|56%
 
|-
 
|25
 
|57%
 
|-
 
|26
 
|58%
 
|-
 
|27
 
|59%
 
|-
 
|28
 
|60%
 
|-
 
|29
 
|60%
 
|-
 
|30
 
|61%
 
|-
 
|31
 
|62%
 
|-
 
|32
 
|63%
 
|-
 
|33
 
|64%
 
|-
 
|34
 
|65%
 
|-
 
|35
 
|65%
 
|-
 
|36
 
|66%
 
|-
 
|37
 
|67%
 
|-
 
|38
 
|68%
 
 
|-
 
|-
|39
+
! Space value
|69%
+
! Designation
 
|-
 
|-
|40
+
| 0-12
|69%
+
| "cramped"
 
|-
 
|-
|41
+
| 13-28
|70%
+
| "rather tight"
 
|-
 
|-
|42
+
| 29-54
|71%
+
| "average-sized"
 
|-
 
|-
|43
+
| 53-69
|72%
+
| "somewhat spacious"
 
|-
 
|-
|44
+
| 70-129
|72%
+
| "quite spacious"
 
|-
 
|-
|45
+
| 130-349
|72%
+
| "very spacious"
 
|-
 
|-
|46
+
| 350 (max value)
|73%
+
| "extremely spacious"
|-
 
|47
 
|73%
 
|-
 
|48
 
|74%
 
|-
 
|49
 
|74%
 
|-
 
|50
 
|75%
 
|-
 
|51
 
|76%
 
|-
 
|52
 
|76%
 
|-
 
|53
 
|76%
 
|-
 
|54
 
|77%
 
|-
 
|55
 
|78%
 
|-
 
|56
 
|78%
 
|-
 
|57
 
|78%
 
|-
 
|58
 
|79%
 
|-
 
|59
 
|80%
 
|-
 
|60
 
|80%
 
 
|}
 
|}
 +
 +
==Confusion==
 +
 +
The game concepts of "Need for Space" and "Space in a room" are easily confused. It's possible (though unlikely in normal gameplay) 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 have 100% Space satisfaction from standing in a merely "average-sized" room (like a 9 x 11 room packed wall-to-wall with end tables.

Revision as of 04:07, 27 March 2018

This article is considered accurate for the current version (Alpha 17B - 0.17.1557) of the game.

"Space" is the name for two separate elements of the game which are easily confused: a pawn's need for Space; and the Environmental concept of the amount of space in a particular room.

Need for Space

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.

Objects like furniture, benches and trees that pawns can walk through don't affect this stat. Objects that cannot be walked through, like nutrient paste dispensers and act essentially as walls, covering some accessible tiles and possibly cutting off a path to others.

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

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

Pawn thought Effect

on mood

% Space need met

(# of accessible tiles)

"Very cramped interior" -10 0% (1 - 3 tiles)
"Cramped interior" -5 1% - 29% (4 - 10 tiles)
"Spacious interior" +5 70% - 100% (41 or more tiles)

(There is no Space-related Thought between 30% and 69% satisfaction)

Space in a room

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.

This number is a factor in the the room's overall Beauty rating -- 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"
53-69 "somewhat spacious"
70-129 "quite spacious"
130-349 "very spacious"
350 (max value) "extremely spacious"

Confusion

The game concepts of "Need for Space" and "Space in a room" are easily confused. It's possible (though unlikely in normal gameplay) 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 have 100% Space satisfaction from standing in a merely "average-sized" room (like a 9 x 11 room packed wall-to-wall with end tables.