Difference between revisions of "Filth"

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'''Filth''' is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative '''[[beauty]]''' and '''[[cleanliness]]''' stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences.  
 
'''Filth''' is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative '''[[beauty]]''' and '''[[cleanliness]]''' stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences.  
  
Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects [[food poisoning]], [[room]] quality, [[research speed]], [[medical tend quality]], and [[surgery]] success chance.  
+
Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects [[food poisoning]], [[room]] quality, [[research speed]], infection chance, and [[surgery]] success chance.  
  
 
Filth is also a major factor on your colonists' [[mood]]. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts.
 
Filth is also a major factor on your colonists' [[mood]]. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts.
  
 
== Generation ==
 
== Generation ==
Filth is most frequently a problem on '''hard floors''' like [[concrete]], [[wood floor]], or [[rough stone]]. These hard floor-types accumulate dirt from pawns much faster than natural terrain, like soil or sand. Several types of filth may stack on the same tile at the same time, with cumulative beauty effects.  
+
Several types of filth may stack on the same tile at the same time, with cumulative beauty effects.  
  
Some types of filth like '''"foot-traffic"''' dirt and colonists' '''trash''' are passively emitted periodically. An animal's [[filth rate]] determines how often it spontaneously produces '''animal filth''' on hard floors. In general, large animals produce a lot of animal filth and should thus be kept off of hard floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal to or lower than humans.
+
A pawn's [[Filth Rate]] determines how often it spontaneously produces '''dirt''' on floors. In general, large animals produce a lot of animal filth and should thus be kept off of floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal or comparable to humans.
[[Straw matting]] can be used to absorb some animal filth, but it is highly flammable.
 
  
When a pawn is moving from terrain to floors, there is a chance for a pawn to track filth along their path for some number of tiles.{{Check Tag|Detail needed|What filth, what chance, how many tiles. Also add detail to Floors page}}
+
Anytime a pawn moves on a terrain like soil, there is a chance for dirt to stick to their feet. When a pawn with dirt on their feet then walks on a non-dirt surface, like concrete or stone tile, there is a chance that the dirt can fall off their feet and create dirt on that floor. Limiting the frequency of transitions from dirt to not-dirt flooring is very important for maintaining a clean base.
 +
 
 +
[[Straw matting]] has a filth rate multiplier that affects both types of dirt generation. Straw matting will reduce the natural filth generation of pawns, like farm animals and even humans, that occur from the Filth Rate statistic. Straw matting also affects the dirt that is created when a pawn walks on a dirt surface and then walks on a non-dirt surface. When a colonist with dirt on their feet walks on Straw matting there is a greatly reduced chance that the dirt will fall off. This reduced chance does not clean the dirt off the pawn's feet.
  
 
== Interactions ==
 
== Interactions ==
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However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty.
 
However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty.
  
Indoors: Soil does collect dirt from foot traffic and spreads it to pawns’ shoes, has -1 cleanliness and -3 beauty per tile indoors.
+
Indoors: Soil does collect animal filth from Filth Rate. Indoor Soil also spreads dirt to pawns’ shoes. Indoor Soil has -1 cleanliness and -3 beauty per tile indoors.
  
 
== Summary table ==
 
== Summary table ==
{{Stub|section=1|reason=Sources of [[Ideology DLC]] filths. Add [[Biotech DLC]] filths}}
+
{{Stub|section=1|reason=Sources of [[Ideology DLC]] filths}}
 
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.
 
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.
  
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|- id = "Amniotic fluid"
 
|- id = "Amniotic fluid"
 
! style="text-align:left;" | Amniotic fluid  
 
! style="text-align:left;" | Amniotic fluid  
| Fluid produced when an animal gives birth
+
| Fluid produced when an animal or a [[Reproduction|pregnant colonist]]{{BiotechIcon}} gives birth
| -30 ({{#expr:-30*0.3 round 0}})    ||  -5                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||
+
| -30 (-9)    ||  -5                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||
 
|- id = "Ash"
 
|- id = "Ash"
 
! style="text-align:left;" | Ash
 
! style="text-align:left;" | Ash
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! style="text-align:left;" | Chemfuel puddle
 
! style="text-align:left;" | Chemfuel puddle
 
| Flammable puddles created by incendiary weapons.
 
| Flammable puddles created by incendiary weapons.
| -10 ({{#expr:-10*0.3 round 0}})    || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style="text-align:left;" | Can be lit on fire. 150 {{HP}} and 200% flammability. Max thickness 1.
+
| -10 ({{#expr:-10*0.3 round 0}})    || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style="text-align:left;" | Can be lit on fire. 150 {{HP}} and 200% flammability.<br/>Max thickness 1.
 
|- id = "Corpse bile"
 
|- id = "Corpse bile"
 
! style="text-align:left;" | Corpse bile
 
! style="text-align:left;" | Corpse bile
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! style="text-align:left;" | [[Firefoam]]
 
! style="text-align:left;" | [[Firefoam]]
 
| Fireproof foam from a firefoam popper
 
| Fireproof foam from a firefoam popper
| -25 ({{#expr:-25*0.3 round 0}})    ||  -5                  || {{Check}} || {{Check}} || {{Check}} || 100 || 5 - 10 || style="text-align:left;" | Prevents fire from igniting.
+
| -25 ({{#expr:-25*0.3 round 0}})    ||  -5                  || {{Check}} || {{Check}} || {{Check}} || 100 || {{0}}5 - 10 || style="text-align:left;" | Prevents fire from igniting.
|- id = "Hair"
 
! style="text-align:left;" | Hair
 
| Produced by changing hair at a [[Styling station]] {{IdeologyIcon}}
 
| -10 ({{#expr:-10*0.3 round 0}})    ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 30 - 40 ||
 
 
|- id = "Machine bits"
 
|- id = "Machine bits"
 
! style="text-align:left;" | Machine bits
 
! style="text-align:left;" | Machine bits
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! style="text-align:left;" | Vomit
 
! style="text-align:left;" | Vomit
 
| Created from a [[vomiting]] human or animal
 
| Created from a [[vomiting]] human or animal
| -40 ({{#expr:-40*0.3 round 0}})    || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||
+
| -40 (-12)    || -15                  || {{Check}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||
 
|- id = "Water puddle"
 
|- id = "Water puddle"
 
! style="text-align:left;" | Water puddle
 
! style="text-align:left;" | Water puddle
 
| Produced by [[psycast#Waterskip|Waterskip]] psycast {{RoyaltyIcon}}
 
| Produced by [[psycast#Waterskip|Waterskip]] psycast {{RoyaltyIcon}}
| -10 ({{#expr:-10*0.3 round 0}})    ||  -5                  || {{Cross}} || {{Check}} || {{Cross}} ||  30 || 0.2 - 0.4 || style="text-align:left;" | Prevents fire from igniting.
+
| -10 (-3)    ||  -5                  || {{Cross}} || {{Check}} || {{Cross}} ||  30 || 0.2 - 0.4 || style="text-align:left;" | Prevents fire from igniting.
  
 +
|- id = "Hair"
 +
! style="text-align:left;" | Hair {{IdeologyIcon}}
 +
| Produced by changing hair at a [[Styling station]] {{IdeologyIcon}}
 +
| -10 (-3)    ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 30 - 40 ||
 
|- id = "Dried blood"
 
|- id = "Dried blood"
 
! style="text-align:left;" | Dried blood {{IdeologyIcon}}
 
! style="text-align:left;" | Dried blood {{IdeologyIcon}}
 
| Placed during map generation (rarely)
 
| Placed during map generation (rarely)
| -10 ({{#expr:-10*0.3 round 0}})    ||  -5                  || {{Cross}} || {{Cross}} || {{Check}} ||  90 || 35 - 40 ||
+
| -10 (-3)    ||  -5                  || {{Cross}} || {{Cross}} || {{Check}} ||  90 || 35 - 40 ||
 
|- id = "Oil smear"
 
|- id = "Oil smear"
 
! style="text-align:left;" | Oil smear {{IdeologyIcon}}
 
! style="text-align:left;" | Oil smear {{IdeologyIcon}}
| ?
+
| Produced during map generation of Junk clusters (rarely)
| -10 ({{#expr:-10*0.3 round 0}})    || -15                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style="text-align:left;" | Can be lit on fire. 250 {{HP}} and 150% flammability. Max thickness 1.
+
| -10 (-3)    || -15                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 || style="text-align:left;" | Can be lit on fire. 250 {{HP}} and 150% flammability. <br/>Max thickness 1.
 
|- id = "Pod slime"
 
|- id = "Pod slime"
 
! style="text-align:left;" | Pod slime {{IdeologyIcon}}
 
! style="text-align:left;" | Pod slime {{IdeologyIcon}}
 
| Produced from a completed or rejected cycle in a [[Biosculpter pod]] {{IdeologyIcon}}
 
| Produced from a completed or rejected cycle in a [[Biosculpter pod]] {{IdeologyIcon}}
| -30 ({{#expr:-30*0.3 round 0}})    ||  -5                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||
+
| -30 (-9)    ||  -5                  || {{Cross}} || {{Check}} || {{Check}} ||  70 || 35 - 40 ||
 
|- id = "Ragged uniform"
 
|- id = "Ragged uniform"
 
! style="text-align:left;" | Ragged uniform {{IdeologyIcon}}
 
! style="text-align:left;" | Ragged uniform {{IdeologyIcon}}
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! style="text-align:left;" | Flammable bile {{BiotechIcon}}
 
! style="text-align:left;" | Flammable bile {{BiotechIcon}}
 
| Flammable puddles created by the [[Genes#Ability|Fire spew]] {{BiotechIcon}} ability
 
| Flammable puddles created by the [[Genes#Ability|Fire spew]] {{BiotechIcon}} ability
| ? (-4) || ? || ? || {{Check}} || {{Check}} || ? || ? || style="text-align:left;" | Can be lit on fire; has properties similar to chemfuel puddles.
+
| -10 (-3) || -15 || {{Check}} || {{Check}} || {{Check}} || 70 || 35 - 40 || style="text-align:left;" | Can be lit on fire. 150 {{HP}} and 200% flammability.<br/>Max thickness 1.  
 
|- id = "Floor drawing"
 
|- id = "Floor drawing"
 
! style="text-align:left;" | Floor drawing {{BiotechIcon}}
 
! style="text-align:left;" | Floor drawing {{BiotechIcon}}
 
| Drawn by a [[Children_and_reproduction|child]]{{BiotechIcon}} colonist
 
| Drawn by a [[Children_and_reproduction|child]]{{BiotechIcon}} colonist
| 0 (0) || 0 || ? || {{Check}} || {{Check}} || ? || ? ||
+
| 0 (0) || 0 || {{Check}} || {{Cross}} || {{Check}} || 25 || 35 - 40 ||
 
|- id = "Spent acid"
 
|- id = "Spent acid"
 
! style="text-align:left;" | Spent acid {{BiotechIcon}}
 
! style="text-align:left;" | Spent acid {{BiotechIcon}}
| ? || ? || ? || ? || ? || ? || ? || ? ||
+
| From the [[Acid spray]] projectile. || -30 (-9) || -5 || {{Check}} || {{Check}} || {{Check}} || 70 || 35 - 40 ||style="text-align:left;" | Max thickness 1
 +
|- id = "Metalhorror debris"
 +
! style="text-align:left;" | Metalhorror debris {{AnomalyIcon}}
 +
| From a destroyed [[Metalhorror]]{{AnomalyIcon}} || -9 || -10 || {{Check}} || {{Check}} || {{Cross}} || 140 || 35 - 40 ||
 +
|- id = "Dark blood"
 +
! style="text-align:left;" | Dark blood {{AnomalyIcon}}
 +
| From any non-[[fleshbeast]] [[entity]]{{AnomalyIcon}} that can bleed || -9 || -10 || {{Check}} || {{Check}} || {{Check}} || 70 || 35 - 40 ||
 +
|- id = "Twisted flesh"
 +
! style="text-align:left;" | Twisted flesh {{AnomalyIcon}}
 +
| From a fleshbeast splitting or being destroyed, also spawns naturally in a [[pit gate]]{{AnomalyIcon}} || -15 || -20 || {{Check}} || {{Check}} || {{Check}} || 80 || 10 - 15 ||
 +
|- id = "Fleshmass debris"
 +
! style="text-align:left;" | Fleshmass debris {{AnomalyIcon}}
 +
| From a destroyed chunk of fleshmass{{AnomalyIcon}} || -15 || -20 || {{Check}} || {{Check}} || {{Check}} || 100 || 10 - 15 ||
 +
|- id = "Gray flesh"
 +
! style="text-align:left;" | Gray flesh {{AnomalyIcon}}
 +
| Appears on the tile that a gray flesh sample{{AnomalyIcon}} drops on || -8 || -5 || {{Cross}} || {{Cross}} || {{Cross}} || 160 || 4 - 6 ||
 
|}
 
|}
  
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Scattered documents D.png|Scattered documents variant D {{IdeologyIcon}}
 
Scattered documents D.png|Scattered documents variant D {{IdeologyIcon}}
 
Scattered documents E.png|Scattered documents variant E {{IdeologyIcon}}
 
Scattered documents E.png|Scattered documents variant E {{IdeologyIcon}}
 +
Scattered documents F.png|Scattered documents variant F {{IdeologyIcon}}
 +
</gallery>
 +
<gallery>
 +
Flammable bile A.png|Flammable bile variant A {{BiotechIcon}}
 +
Flammable bile B.png|Flammable bile variant B {{BiotechIcon}}
 +
Flammable bile C.png|Flammable bile variant C {{BiotechIcon}}
 +
Flammable bile D.png|Flammable bile variant D {{BiotechIcon}}
 +
Flammable bile E.png|Flammable bile variant E {{BiotechIcon}}
 +
</gallery>
 +
<gallery>
 +
Floordrawing filth A.png|Floordrawing variant A {{BiotechIcon}}
 +
Floordrawing filth B.png|Floordrawing variant B {{BiotechIcon}}
 +
Floordrawing filth C.png|Floordrawing variant C {{BiotechIcon}}
 +
Floordrawing filth D.png|Floordrawing variant D {{BiotechIcon}}
 +
Floordrawing filth E.png|Floordrawing variant E {{BiotechIcon}}
 +
Floordrawing filth F.png|Floordrawing variant F {{BiotechIcon}}
 +
</gallery>
 +
<gallery>
 +
Fleshmass filth a.png|Fleshmass filth variant A {{AnomalyIcon}}
 +
Fleshmass filth b.png|Fleshmass filth variant B {{AnomalyIcon}}
 +
Fleshmass filth c.png|Fleshmass filth variant C {{AnomalyIcon}}
 +
Fleshmass filth d.png|Fleshmass filth variant D {{AnomalyIcon}}
 +
</gallery>
 +
<gallery>
 +
Loose ground a.png|Loose ground variant A {{AnomalyIcon}}
 +
Loose ground b.png|Loose ground variant B {{AnomalyIcon}}
 +
Loose ground c.png|Loose ground variant C {{AnomalyIcon}}
 +
Loose ground d.png|Loose ground variant D {{AnomalyIcon}}
 +
Loose ground e.png|Loose ground variant E {{AnomalyIcon}}
 +
</gallery>
 +
<gallery>
 +
Metalhorror debris a.png|Metalhorror debris variant A {{AnomalyIcon}}
 +
Metalhorror debris b.png|Metalhorror debris variant B {{AnomalyIcon}}
 +
Metalhorror debris c.png|Metalhorror debris variant C {{AnomalyIcon}}
 +
Metalhorror debris d.png|Metalhorror debris variant D {{AnomalyIcon}}
 +
Metalhorror debris e.png|Metalhorror debris variant E {{AnomalyIcon}}
 +
</gallery>
 +
<gallery>
 +
Revenant blood pool a.png|Revenant blood pool variant A {{AnomalyIcon}}
 +
Revenant blood pool b.png|Revenant blood pool variant B {{AnomalyIcon}}
 +
Revenant blood pool c.png|Revenant blood pool variant C {{AnomalyIcon}}
 +
</gallery>
 +
<gallery>
 +
Revenant smear a.png|Revenant smear variant A {{AnomalyIcon}}
 +
Revenant smear b.png|Revenant smear variant B {{AnomalyIcon}}
 +
Revenant smear c.png|Revenant smear variant C {{AnomalyIcon}}
 +
</gallery>
 +
<gallery>
 +
Twisted flesh a.png|Twisted flesh variant A {{AnomalyIcon}}
 +
Twisted flesh b.png|Twisted flesh variant B {{AnomalyIcon}}
 +
Twisted flesh c.png|Twisted flesh variant C {{AnomalyIcon}}
 +
Twisted flesh d.png|Twisted flesh variant D {{AnomalyIcon}}
 +
Twisted flesh e.png|Twisted flesh variant E {{AnomalyIcon}}
 +
Twisted Flesh f.png|Twisted flesh variant F {{AnomalyIcon}}
 
</gallery>
 
</gallery>
  
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* [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain.
 
* [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain.
 
* [[Ideology DLC]] Release - Added pod slime.
 
* [[Ideology DLC]] Release - Added pod slime.
* [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them.
+
* [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them. New filth types: Dried blood, scattered documents, ragged uniform, and oil smear
 +
* [[Version/1.3.3200|1.3.3200]] - Fix: Blood from scarification is from cutter, not cuttee.
 
* [[Biotech DLC]] Release - Added floor drawing, spent acid, and flammable bile.
 
* [[Biotech DLC]] Release - Added floor drawing, spent acid, and flammable bile.
 +
* [[Anomaly DLC]] Release - Added metalhorror debris, dark blood, twisted flesh, gray flesh and fleshmass debris.
  
 
[[Category:Environment]]
 
[[Category:Environment]]

Latest revision as of 12:37, 23 September 2024

Filth is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative beauty and cleanliness stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences.

Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects food poisoning, room quality, research speed, infection chance, and surgery success chance.

Filth is also a major factor on your colonists' mood. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts.

Generation[edit]

Several types of filth may stack on the same tile at the same time, with cumulative beauty effects.

A pawn's Filth Rate determines how often it spontaneously produces dirt on floors. In general, large animals produce a lot of animal filth and should thus be kept off of floors using zones. Smaller animals like the husky or cat have filth rates equal or comparable to humans.

Anytime a pawn moves on a terrain like soil, there is a chance for dirt to stick to their feet. When a pawn with dirt on their feet then walks on a non-dirt surface, like concrete or stone tile, there is a chance that the dirt can fall off their feet and create dirt on that floor. Limiting the frequency of transitions from dirt to not-dirt flooring is very important for maintaining a clean base.

Straw matting has a filth rate multiplier that affects both types of dirt generation. Straw matting will reduce the natural filth generation of pawns, like farm animals and even humans, that occur from the Filth Rate statistic. Straw matting also affects the dirt that is created when a pawn walks on a dirt surface and then walks on a non-dirt surface. When a colonist with dirt on their feet walks on Straw matting there is a greatly reduced chance that the dirt will fall off. This reduced chance does not clean the dirt off the pawn's feet.

Interactions[edit]

Filth is removed from a tile by colonists assigned to Cleaning or by rain if unroofed. Only filth in the Home area will be cleaned; tiles outside the home area will be ignored.

Limiting the home area of your colony will substantially reduce cleaning demands on your colonists. By default, a home area is automatically designated around new player structures and zones (this setting may be toggled in the lower right corner icon bar). However, home area designation is not automatically removed from an area, even if player structures are removed.

All colonists clean tiles at the same rate regardless of traits or capacities, but some types of floors, like Steel tiles and sterile tiles, are faster to clean than others. Some types of filth, like pawn trash, are faster to clean than others, like bugblood.

Outdoors: Soil does not collect dirt from foot traffic (it only adds dirt to the shoe soles of pawns), and therefore may be more beautiful to use outdoors than constructed streets. However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty.

Indoors: Soil does collect animal filth from Filth Rate. Indoor Soil also spreads dirt to pawns’ shoes. Indoor Soil has -1 cleanliness and -3 beauty per tile indoors.

Summary table[edit]

Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.

The effect of filth on outdoors beauty is 30% of the effect indoors.

Name Source Beauty indoors (outdoors) Cleanliness Ignores filth multiplier Trackable Washes away Work to clean Days to disappear Notes
Amniotic fluid Fluid produced when an animal or a pregnant colonistContent added by the Biotech DLC gives birth -30 (-9) -5 Check.png Check.png Check.png 70 35 - 40
Ash Produced after flammables catch fire -12 (-4) -15 Check.png Check.png Ex.png 70 10 - 15
Animal filth Produced by animals when walking on constructed floors -15 (-5) -5 Ex.png Check.png Check.png 35 45 - 50
Blood From a bleeding human or animal -30 (-9) -10 Check.png Check.png Check.png 70 35 - 40
Bugblood From a bleeding insectoid -40 (-12) -15 Check.png Check.png Check.png 80 35 - 40
Building rubble Debris created by collapsed structures or during mental break -15 (-5) -5 Ex.png Ex.png Ex.png 35 45 - 50
Chemfuel puddle Flammable puddles created by incendiary weapons. -10 (-3) -15 Check.png Check.png Check.png 70 35 - 40 Can be lit on fire. 150 HP and 200% flammability.
Max thickness 1.
Corpse bile From a rotting corpse -50 (-15) -20 Check.png Check.png Check.png 80 35 - 40
Dirt Produced by humans when walking on constructed floors or rough stone after dirt -15 (-5) -5 Ex.png Check.png Check.png 35 45 - 50
Firefoam Fireproof foam from a firefoam popper -25 (-8) -5 Check.png Check.png Check.png 100 05 - 10 Prevents fire from igniting.
Machine bits Produced from completing the "Shred Mechanoid" bill -10 (-3) -5 Check.png Ex.png Ex.png 35 45 - 50
Rock rubble Debris created by digging into mineral rocks -15 (-5) -5 Ex.png Ex.png Ex.png 35 45 - 50
Sand Produced by pawns when walking on constructed floors or rough stone after sand -15 (-5) -5 Ex.png Check.png Ex.png 35 45 - 50
Scattered sandbags Remnants from damaged or destroyed sandbags -15 (-5) -5 Ex.png Ex.png Ex.png 35 45 - 50
Scattered slag Spawned by crashed ships -15 (-5) -5 Ex.png Ex.png Ex.png 35 45 - 50
Slime Found after opening a cryptosleep casket or during infestations -25 (-8) -5 Ex.png Check.png Check.png 70 35 - 40
Trash Produced by humans when walking on constructed floors -15 (-5) -5 Ex.png Check.png Ex.png 35 45 - 50
Vomit Created from a vomiting human or animal -40 (-12) -15 Check.png Check.png Check.png 70 35 - 40
Water puddle Produced by Waterskip psycast Content added by the Royalty DLC -10 (-3) -5 Ex.png Check.png Ex.png 30 0.2 - 0.4 Prevents fire from igniting.
Hair Content added by the Ideology DLC Produced by changing hair at a Styling station Content added by the Ideology DLC -10 (-3) -5 Check.png Ex.png Ex.png 35 30 - 40
Dried blood Content added by the Ideology DLC Placed during map generation (rarely) -10 (-3) -5 Ex.png Ex.png Check.png 90 35 - 40
Oil smear Content added by the Ideology DLC Produced during map generation of Junk clusters (rarely) -10 (-3) -15 Ex.png Check.png Check.png 70 35 - 40 Can be lit on fire. 250 HP and 150% flammability.
Max thickness 1.
Pod slime Content added by the Ideology DLC Produced from a completed or rejected cycle in a Biosculpter pod Content added by the Ideology DLC -30 (-9) -5 Ex.png Check.png Check.png 70 35 - 40
Ragged uniform Content added by the Ideology DLC Rarely spawned in ancient complexes -15 (-5) -5 Check.png Check.png Ex.png 25 35 - 40
Scattered documents Content added by the Ideology DLC Rarely spawned in ancient complexes -15 (-5) -5 Ex.png Ex.png Check.png 25 35 - 40
Flammable bile Content added by the Biotech DLC Flammable puddles created by the Fire spew Content added by the Biotech DLC ability -10 (-3) -15 Check.png Check.png Check.png 70 35 - 40 Can be lit on fire. 150 HP and 200% flammability.
Max thickness 1.
Floor drawing Content added by the Biotech DLC Drawn by a childContent added by the Biotech DLC colonist 0 (0) 0 Check.png Ex.png Check.png 25 35 - 40
Spent acid Content added by the Biotech DLC From the Acid spray projectile. -30 (-9)  -5 Check.png Check.png Check.png 70 35 - 40 Max thickness 1
Metalhorror debris Content added by the Anomaly DLC From a destroyed MetalhorrorContent added by the Anomaly DLC -9  -10 Check.png Check.png Ex.png  140 35 - 40
Dark blood Content added by the Anomaly DLC From any non-fleshbeast entityContent added by the Anomaly DLC that can bleed -9  -10 Check.png Check.png Check.png  70 35 - 40
Twisted flesh Content added by the Anomaly DLC From a fleshbeast splitting or being destroyed, also spawns naturally in a pit gateContent added by the Anomaly DLC -15  -20 Check.png Check.png Check.png  80 10 - 15
Fleshmass debris Content added by the Anomaly DLC From a destroyed chunk of fleshmassContent added by the Anomaly DLC -15  -20 Check.png Check.png Check.png 100 10 - 15
Gray flesh Content added by the Anomaly DLC Appears on the tile that a gray flesh sampleContent added by the Anomaly DLC drops on -8  -5 Ex.png Ex.png Ex.png  160 4 - 6

Gallery[edit]

Version history[edit]

  • 1.1.0 - Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
  • 1.2.2753 - Dirt now washes away in rain.
  • Ideology DLC Release - Added pod slime.
  • 1.3.3066 - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them. New filth types: Dried blood, scattered documents, ragged uniform, and oil smear
  • 1.3.3200 - Fix: Blood from scarification is from cutter, not cuttee.
  • Biotech DLC Release - Added floor drawing, spent acid, and flammable bile.
  • Anomaly DLC Release - Added metalhorror debris, dark blood, twisted flesh, gray flesh and fleshmass debris.