Difference between revisions of "Morbid stone tile"

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{{Ideology}}{{infobox main|structure|
+
{{Ideology}}
 +
{{Infobox main|structure
 
| name = Morbid stone tile
 
| name = Morbid stone tile
 +
| image = Morbid stone tile.png
 
| description = Fine stone tiles in a morbid style.
 
| description = Fine stone tiles in a morbid style.
| image = Morbid stone tile.png|Morbid stone tile
+
<!-- Base Stats -->
| info =
 
 
| type = Floor
 
| type = Floor
| type2 =  
+
| marketvalue = 36
 +
| beauty = 3
 +
| style = Morbid
 +
| styledominance = 1
 +
| flammability = 0
 +
<!-- Building -->
 +
| size = 1 ˣ 1
 
| placeable = True
 
| placeable = True
| deconstructable = true
+
| cleaning time factor = 0.8
| size = 1 ˣ 1
+
| filth multiplier = 1
 
| speed = 1
 
| speed = 1
| beauty = 3
+
<!-- Creation -->
| flammability = 0
 
| cleanliness =
 
 
| research = Stonecutting
 
| research = Stonecutting
| styledominance = 1
 
 
| work to make = 5000
 
| work to make = 5000
 +
| skill 1 = Construction
 +
| skill 1 level = 6
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 20
 
| resource 1 amount = 20
 
| stuff tags = Stony
 
| stuff tags = Stony
| marketvalue = 36
+
| deconstructable = true
| skill 1 = Construction
+
<!-- Wiki -->
| skill 1 level = 6
 
 
| page verified for version = 1.3.3159
 
| page verified for version = 1.3.3159
 
}}
 
}}
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While extremely work and resource intensive, it has a very high beauty rating and, for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
 
While extremely work and resource intensive, it has a very high beauty rating and, for users of the [[Royalty DLC]], is considered [[fine floor]] as needed to meet the room requirements of high-ranking [[Titles|nobility]].
  
Except for ideological [[style]], it is statistically identical to [[fine stone tile]] {{RoyaltyIcon}} and the other two ideological variants; [[Spikecore stone tile|spikecore]] and [[totemic stone tile]].  
+
Except for ideological [[style]], it is almost statistically identical to [[fine stone tile]] {{RoyaltyIcon}} and the other two ideological variants; [[Spikecore stone tile|spikecore]] and [[totemic stone tile]].
  
 
== Acquisition ==
 
== Acquisition ==
Morbid stone tiles of any type can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}}, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
{{Acquisition}}
  
 
== Analysis ==
 
== Analysis ==
There are two primary use cases for morbid stone tile, namely [[fine floor]]ing for meeting the room requirements of nobles {{RoyaltyIcon}}, and general flooring.  
+
There are two primary use cases for morbid stone tile, namely [[fine floor]]ing for meeting the room requirements of nobles {{RoyaltyIcon}}, and general flooring.
===Fine Flooring===
+
 
 +
=== Fine flooring ===
 
{{Royalty|No category}}
 
{{Royalty|No category}}
{{see also|Fine floor}}
+
{{See also|Fine floor}}
 
The ideologically styled stone tiles, morbid, spikecore and totemic, are largely identical to the base [[fine stone tile]]. The only difference is that they have a style dominance value and associated style. Thus, the choice of which to use is mostly limited to aesthetics and whether the ideoligions in your colony care about seeing their own styles, or in the case of multi-ideoligion colonies, whether they care about seeing that of other ideoligions. If there is incentive to use the ideological tiles, do so, if there is incentive not to, fine stone tiles are always a safe choice.
 
The ideologically styled stone tiles, morbid, spikecore and totemic, are largely identical to the base [[fine stone tile]]. The only difference is that they have a style dominance value and associated style. Thus, the choice of which to use is mostly limited to aesthetics and whether the ideoligions in your colony care about seeing their own styles, or in the case of multi-ideoligion colonies, whether they care about seeing that of other ideoligions. If there is incentive to use the ideological tiles, do so, if there is incentive not to, fine stone tiles are always a safe choice.
  
 
These tiles require more work to construct than [[fine carpets]] {{RoyaltyIcon}}, both in their actual work to build and the work needed to get the required resources, and have [[beauty]] of 3 rather than 4. However, they are not flammable unlike fine carpets, and add almost half as much [[wealth management|wealth]] to the colony. Besides these considerations, they are largely interchangeable.
 
These tiles require more work to construct than [[fine carpets]] {{RoyaltyIcon}}, both in their actual work to build and the work needed to get the required resources, and have [[beauty]] of 3 rather than 4. However, they are not flammable unlike fine carpets, and add almost half as much [[wealth management|wealth]] to the colony. Besides these considerations, they are largely interchangeable.
  
In comparison to the other fine floors, namely [[gold tile|gold]] and [[silver tile]] there is more interplay. Gold tiles are exceptionally expensive and their effect on colony wealth bears this out, but they also provide a phenomenal beauty rating of +12. They are also relatively quick to lay. The practicality of gold tile is limited however, due to their cost and the comparative ease of using [[sculptures]] to improve [[room stats|room beauty]].
+
In comparison to the other fine floors, namely [[gold tile|gold]] and [[silver tile]] there is more interplay. Gold tiles are exceptionally expensive and their effect on colony wealth bears this out, but they also provide a phenomenal beauty rating of +{{Q|Gold tile|Beauty}}. They are also relatively quick to lay. The practicality of gold tile is limited however, due to their cost and the comparative ease of using [[sculptures]] to improve [[room stats|room beauty]].
  
 
Silver tiles are surprisingly competitive with fine stone tiles - with higher beauty, a cleanliness bonus, the high availability of [[silver]] and only requiring a construction skill of 3. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get [[filth]]y. Silver tiles are just over twice as expensive, but the work saved in the stone cutting and build time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect on colony wealth may be relevant to some players however.  
 
Silver tiles are surprisingly competitive with fine stone tiles - with higher beauty, a cleanliness bonus, the high availability of [[silver]] and only requiring a construction skill of 3. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get [[filth]]y. Silver tiles are just over twice as expensive, but the work saved in the stone cutting and build time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect on colony wealth may be relevant to some players however.  
 
Thus, silver tile is a strong competitor to fine stone tiles for many colonies.
 
Thus, silver tile is a strong competitor to fine stone tiles for many colonies.
  
===General Flooring===
+
=== General flooring ===
Compared to other floors, they are quite beautiful, but work and resource intensive. It is a good way to train construction skill as, besides failure, there is no penalty for low skill constructors, and it is an easy-to-defend way to improve area [[beauty]] as it cannot typically be destroyed without player intervention. However, their practical use as actual flooring is limited outside of player preference. It is considerably more efficient and significantly less work to construct [[sculptures]] to improve [[room stats|room beauty]] in most circumstances.  
+
Compared to other floors, they are quite beautiful, but work and resource intensive. It is a good way to train construction skill as, besides failure, there is no penalty for low skill constructors, and it is an easy-to-defend way to improve area [[beauty]] as it cannot typically be destroyed without player intervention. However, their practical use as actual flooring is limited outside of player preference. It is considerably more efficient and significantly less work to construct [[sculptures]] to improve [[room stats|room beauty]] in most circumstances.  
  
 
There may be some merit to their use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at risk of destruction.
 
There may be some merit to their use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent [[mental break]]s occurring at inopportune times, but where sculptures would be at risk of destruction.
  
==Version history==
+
== Version history ==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
 +
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
 +
* [[Version/1.4.3555|1.4.3555]] - Cleaning time factor changed from default 100% to 80%.
  
{{nav|floor|wide}}
+
{{Nav|floor|wide}}
 
[[Category:Floor]]
 
[[Category:Floor]]
 +
[[Category:Fine floor]]

Latest revision as of 14:13, 27 September 2024

Morbid stone tile

Morbid stone tile

Fine stone tiles in a morbid style.

Base Stats

Type
Floor
Market Value
36 Silver
Beauty
3
Style Dominance
Morbid 1
Flammability
0%

Building

Size
1 × 1
Placeable
True
Cleaning Time Multiplier
80%
Filth Multiplier
100%
Move Speed Factor
100%

Creation

Required Research
Stonecutting
Skill Required
Construction 6
Work To Make
5,000 ticks (1.39 mins)
Stuff Tags
Stony
Resources to make
Stuff 20
Deconstruct yield
Stuff 10

Morbid stone tile is a type of floor added by the Ideology DLC. It can be constructed with a choice of Sandstone, Granite, Limestone, Slate or Marble. All types of morbid stone tile have the same stats and texture, but differ in color.

While extremely work and resource intensive, it has a very high beauty rating and, for users of the Royalty DLC, is considered fine floor as needed to meet the room requirements of high-ranking nobility.

Except for ideological style, it is almost statistically identical to fine stone tile Content added by the Royalty DLC and the other two ideological variants; spikecore and totemic stone tile.

Acquisition[edit]

Morbid stone tiles can be crafted once the stonecutting research project has been completed. Each requires Stuff 20 Stuff (Stony), 5,000 ticks (1.39 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material, and a construction skill of 6. Note that they can only be constructed by pawns that follow ideoligions that include the Morbid style.

Analysis[edit]

There are two primary use cases for morbid stone tile, namely fine flooring for meeting the room requirements of nobles Content added by the Royalty DLC, and general flooring.

Fine flooring[edit]

The ideologically styled stone tiles, morbid, spikecore and totemic, are largely identical to the base fine stone tile. The only difference is that they have a style dominance value and associated style. Thus, the choice of which to use is mostly limited to aesthetics and whether the ideoligions in your colony care about seeing their own styles, or in the case of multi-ideoligion colonies, whether they care about seeing that of other ideoligions. If there is incentive to use the ideological tiles, do so, if there is incentive not to, fine stone tiles are always a safe choice.

These tiles require more work to construct than fine carpets Content added by the Royalty DLC, both in their actual work to build and the work needed to get the required resources, and have beauty of 3 rather than 4. However, they are not flammable unlike fine carpets, and add almost half as much wealth to the colony. Besides these considerations, they are largely interchangeable.

In comparison to the other fine floors, namely gold and silver tile there is more interplay. Gold tiles are exceptionally expensive and their effect on colony wealth bears this out, but they also provide a phenomenal beauty rating of +11. They are also relatively quick to lay. The practicality of gold tile is limited however, due to their cost and the comparative ease of using sculptures to improve room beauty.

Silver tiles are surprisingly competitive with fine stone tiles - with higher beauty, a cleanliness bonus, the high availability of silver and only requiring a construction skill of 3. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get filthy. Silver tiles are just over twice as expensive, but the work saved in the stone cutting and build time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect on colony wealth may be relevant to some players however. Thus, silver tile is a strong competitor to fine stone tiles for many colonies.

General flooring[edit]

Compared to other floors, they are quite beautiful, but work and resource intensive. It is a good way to train construction skill as, besides failure, there is no penalty for low skill constructors, and it is an easy-to-defend way to improve area beauty as it cannot typically be destroyed without player intervention. However, their practical use as actual flooring is limited outside of player preference. It is considerably more efficient and significantly less work to construct sculptures to improve room beauty in most circumstances.

There may be some merit to their use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent mental breaks occurring at inopportune times, but where sculptures would be at risk of destruction.

Version history[edit]