Difference between revisions of "Floors"

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'''Floors''' are a type of construction that cover the natural [[terrain]] with an artificial surface. Floors do not prevent other constructions to be built on top of them. There are many types of floor, with different resource costs, flammabilities, beauties, cleanlinesses, and other effects. 
  
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== Effects ==
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{{Rewrite|section=1|reason=Tone, detail, cleanup and expansion - bring information around to mechanical effects (e.g. Cleanliness good because directly affects impressiveness/research speed etc). Potential split needed - Summary (effects of flooring) and analysis (Selection and strategies) per Format Standard}}
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Constructed floors can bring benefits such as increased movement speed, [[beauty]], and [[Room_stats#Cleanliness|cleanliness]], as well as preventing wild [[plants]] from growing and [[fire]] from spreading.
  
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=== Movement speed ===
== Description ==  
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Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. [[Tree]]s prevent movement altogether, and also prevent [[roof]]s from being built over them.  Other natural surfaces incapable of growing vegetation such as raw stone, sand or ice also have lower movement speeds. Flooring a frequent path will reduce the time required to walk between the two areas.
 
[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]
 
[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]
Constructed floors can bring benefits such as increased movement speed, aesthetic comfort and hygiene, as well as preventing wild plants from growing and fires from spreading.
 
  
=== Movement speed ===
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=== Beauty ===
 +
Colonists are affected by the beauty of the surrounding flooring in two ways - directly, by the [[Beauty]] status level, and indirectly, by the effect of beauty on the impressiveness of some [[Room roles|room types]]. Colonists have mood effects from the beauty of their direct surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. See the [[Beauty]] page for further details.
 +
 
 +
The total beauty of a room also affects its impressiveness, which contributes to the mood benefit of rooms such as bedrooms, dining rooms, rec rooms, and hospitals. See the [[Room stats]] page for further details.
 +
 
 +
Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.
  
Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. [[Tree]]s prevent movement altogether, and also prevent [[roof]]s from being built over them.  Other natural surfaces incapable of growing vegetation such as raw stone, sand or ice also have lower movement speeds. Flooring a frequent path will reduce the time required to walk between the two areas.
+
=== Cleanliness ===
 +
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
  
=== Beauty of room ===
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This is done in two ways. First, it covers up the existing [[terrain]] which almost always has a cleanliness penalty, and prevents that penalty from applying to the room. Second some floor types have a cleanliness bonus which further improves the cleanliness.
  
Colonists are affected in mood according to their surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. [[Carpets]] for instance can make bedrooms look nicer for their occupants.
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Flooring rooms and areas surrounding rooms where cleanliness is important prevents [[filth]] being tracked from the terrain there into the clean room as will happen for the first ?? tiles after transitioning from dirt to flooring.{{Check Tag|Detail Needed|How many tiles? Also add to Filth page}} Non-[[straw matting]] floors will not prevent the creation of filth from other sources however, such as that created by animals, but may ameliorate the loss through their other increases to cleanliness.  
  
=== Sanitation / Safety ===
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Cleanliness improves success rates in hospitals as they help prevent the possibility of infection. It also affects [[research speed]] and the chance for food to cause [[food poisoning]].
  
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
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=== Cleaning time ===
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{{Main|Cleaning Time Multiplier}}
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Different floors take different amounts of time to clean ranging from 60% to 200%. While most metal floors are cleaned at 60% of the usual time, floors made out of stone blocks and the other metal floors take 80% of the time. All types of carpet have the longest cleaning time at 200% with the remaining floors at 100%.
  
Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the posssibility of infection.  Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.
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=== Flammability ===
 +
Non-flammable flooring helps prevent fire advance to its tile.
  
 
=== No plant growth ===
 
=== No plant growth ===
 
 
Any flooring placed outdoors will prevent grass, bushes or trees from spreading there.  This can be useful to keep any trees from growing in the path of a [[wind turbine]] and reducing its power output.  Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby.  It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.
 
Any flooring placed outdoors will prevent grass, bushes or trees from spreading there.  This can be useful to keep any trees from growing in the path of a [[wind turbine]] and reducing its power output.  Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby.  It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.
  
 
Flooring can even help with security in certain biomes.  While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.
 
Flooring can even help with security in certain biomes.  While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.
  
=== Removing Floors ===
+
=== Removing floors ===
Floors can be removed with the [[Remove floor]] order. After floors are removed, the tile will retain its old terrain type.
+
Floors can be removed with the '''Remove floor''' order, which is found under the Architect/Floors tab. After floors are removed, the tile will retain its old terrain type.
As with most other structures, removing floors returns back roughly half of the resources spent at construction, which can be used when raiding settlements or temporary camps.
+
 
 +
Most floors return, on average, half of the resources spent at construction when removed. This can be a useful source of materials when raiding settlements or temporary camps, or simply a way to recycle unneeded floors in your own colony. Notable exceptions include [[flagstone]], [[burned floors]] and smoothed floors.
  
== Types of Flooring ==
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== Comparison table ==
 +
{{For|naturally generated surfaces|Terrain}}
  
There are several different types of flooring available, with each requiring specific resources to construct each tile.
 
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
! Type !! Materials !! Resources Per Square !! data-sort-type="number" |  Work to Build || data-sort-type="number" | Beauty !! data-sort-type="number" | Move Speed Modifier !! data-sort-type="number" | Flammability !! data-sort-type="number" | Cleanliness !! data-sort-type="number" | Wealth
+
! Name !! Variants !! [[Fine floor|Fine]] !! Resources per tile !! data-sort-type="number" |  Work to Build || data-sort-type="number" | Beauty !! data-sort-type="number" | Move Speed Modifier !! data-sort-type="number" | Flammability !! data-sort-type="number" | Cleanliness !! data-sort-type="number" | Cleaning Time Multiplier !! data-sort-type="number" | Filth Multiplier !! data-sort-type="number" | Wealth
|-
 
! [[Wood floor]]
 
| Wood || | {{Required Resources|Wood floor|simple=1}} || {{ticks|{{Q|Wood floor|Work To Make}}}} || {{Q|Wood floor|Beauty}} || | {{#expr: 100 * {{Q|Wood floor|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Wood floor|Flammability Base}} }}%|| {{Q|Wood floor|Cleanliness|0}} || {{Q|Wood floor|Market Value Base}}
 
|-
 
! Burned wood floor
 
| Wood floor          || - || - || -6 || ? || 0% || ? ||?
 
|-
 
! [[Carpets|Carpet]]
 
| Cloth || | {{Required Resources|Red carpet |simple=1}} || {{ticks|{{Q| Red carpet |Work To Make}}}} || {{Q|Red carpet|Beauty}} || |  {{#expr: 100 * {{Q|Red carpet|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Red carpet|Flammability Base}} }}% || {{Q|Red carpet|Cleanliness|0}} || {{Q|Red carpet|Market Value Base}}
 
|-
 
! Burned carpet
 
| Carpet/Fine carpet  || - || - || -6 || ? || 0% || ? ||?
 
|-
 
! [[Sterile tile]]
 
| Silver/Steel || | {{Required Resources|Sterile tile|sep=<nowiki> </nowiki>+|simple=1}} || {{ticks|{{Q|Sterile tile|Work To Make}}}} ||{{Q|Sterile tile|Beauty}} || |  {{#expr: 100 * {{Q|Sterile tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Sterile tile|Flammability Base}} }}%|| {{Q|Sterile tile|Cleanliness|0}} || {{Q|Sterile tile|Market Value Base}}
 
|-
 
! [[Stone tile]]
 
| Sandstone, Granite, Limestone, Slate or Marble || | {{icon|stone}} 4 || {{ticks|{{Q|Stone tile |Work To Make}}}} || {{Q|Stone tile|Beauty}} || |  {{#expr: 100 * {{Q|Stone tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Stone tile|Flammability Base}} }}%|| {{Q|Stone tile|Cleanliness|0}} || {{Q|Stone tile|Market Value Base}}
 
|-
 
! [[Flagstone]]
 
| Sandstone, Granite, Limestone, Slate or Marble || | {{icon|stone}} 4 ||{{ticks|{{Q| Flagstone|Work To Make}}}} || {{Q|Flagstone|Beauty}} || {{#expr: 100 * {{Q|Flagstone|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Flagstone|Flammability Base}} }}% || {{Q|Flagstone|Cleanliness|0}} || {{Q|Flagstone|Market Value Base}}
 
|-
 
! [[Silver tile]]
 
| Silver || | {{Required Resources|Silver tile|simple=1}}||{{ticks|{{Q| Silver tile|Work To Make}}}} || {{Q|Silver tile|Beauty}} || {{#expr: 100 * {{Q|Silver tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Silver tile|Flammability Base}} }}%|| {{Q|Silver tile|Cleanliness|0}} || {{Q|Silver tile|Market Value Base}}
 
|-
 
! [[Steel tile]]
 
| Steel ||{{Required Resources|Steel tile|simple=1}} || {{ticks|{{Q| Steel tile|Work To Make}}}} ||{{Q|Steel tile|Beauty}} || {{#expr: 100 * {{Q|Steel tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Steel tile|Flammability Base}} }}%|| {{Q|Steel tile|Cleanliness|0}} || {{Q|Steel tile|Market Value Base}}
 
|-
 
! [[Paved tile]]
 
| Steel || {{Required Resources|Paved tile|simple=1}} ||{{ticks|{{Q| Paved tile|Work To Make}}}} || {{Q|Paved tile|Beauty}} || {{#expr: 100 * {{Q|Paved tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Paved tile|Flammability Base}} }}%|| {{Q|Paved tile|Cleanliness|0}} || {{Q|Paved tile|Market Value Base}}
 
|-
 
! [[Concrete]]
 
| Steel || {{Required Resources|Concrete|simple=1}} || {{ticks|{{Q| Concrete|Work To Make}}}} ||{{Q|Concrete|Beauty}} || {{#expr: 100 * {{Q|Concrete|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Concrete|Flammability Base}} }}% || {{Q|Concrete|Cleanliness|0}} || {{Q|Concrete|Market Value Base}}
 
|-
 
! [[Gold tile]]
 
| Gold || {{Required Resources|Gold tile|simple=1}} || {{ticks|{{Q| Gold tile|Work To Make}}}} ||{{Q|Gold tile|Beauty}} || |  {{#expr: 100 * {{Q|Gold tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Gold tile|Flammability Base}} }}%|| {{Q|Gold tile|Cleanliness|0}} || {{Q|Gold tile|Market Value Base}}
 
|-
 
! [[Straw matting]]
 
| Hay || {{Required Resources|Straw matting|simple=1}} || {{ticks|{{Q|Straw matting|Work To Make}}}} ||{{Q|Straw matting|Beauty}} || {{#expr: 100 * {{Q|Straw matting|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Straw matting|Flammability Base}} }}% || {{Q|Straw matting|Cleanliness|0}} || {{Q|Straw matting|Market Value Base}}
 
|-
 
! Burned straw matting
 
| Straw matting      || - || - || -6 || 93% || 0% || ? ||?
 
|-
 
! [[Rough stone]]
 
| Natural Stone Floor ||| - || - || {{Q|Rough stone|Beauty}} || {{#expr: 100 * {{Q|Rough stone|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Rough stone|Flammability Base}} }}%|| {{Q|Rough stone|Cleanliness|0}} || {{Q|Rough stone|Market Value Base}}
 
|-
 
! [[Rough-hewn stone]]
 
| Semi-natural Stone Floor || - ||| - ||{{Q|Rough-hewn stone|Beauty}} || {{#expr: 100 * {{Q|Rough-hewn stone|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Rough-hewn stone|Flammability Base}} }}%|| {{Q|Rough-hewn stone|Cleanliness|0}} || ?
 
|-
 
! [[Smooth stone]]
 
| Natural Stone Floor || - || {{ticks|{{Q| Smooth stone|Work To Make}}}} ||{{Q|Smooth stone|Beauty}} || {{#expr: 100 * {{Q|Smooth stone|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Smooth stone|Flammability Base}} }}% || {{Q|Smooth stone|Cleanliness|0}} || {{Q|Smooth stone|Market Value Base}}
 
|-
 
! [[Fine carpet]] {{RoyaltyIcon}}
 
| Cloth || {{Required Resources|Fine indigo carpet|simple=1}} || {{ticks|{{Q|Fine indigo carpet|Work To Make}}}} ||{{Q|Fine indigo carpet|Beauty}} || {{#expr: 100 * {{Q|Fine indigo carpet|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Fine indigo carpet|Flammability Base}} }}% || {{Q|Fine indigo carpet|Cleanliness|0}} || {{Q|Fine indigo carpet|Market Value Base}}
 
|-
 
! [[Fine stone tile]] {{RoyaltyIcon}}
 
| Sandstone, Granite, Limestone, Slate or Marble || {{Icon|stone}} 20 ||{{ticks|{{Q|Fine stone tile|Work To Make}}}} ||{{Q|Fine stone tile|Beauty}} || {{#expr: 100 * {{Q|Fine stone tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Fine stone tile|Flammability Base}} }}%|| {{Q|Fine stone tile|Cleanliness|0}} || {{Q|Fine stone tile|Market Value Base}}
 
|- <!--
 
! [[Totemic boards]]{{IdeologyIcon}}
 
| ? || {{Required Resources|Totemic boards|simple=1}} || {{ticks|{{Q|Totemic boards|Work To Make}}}} ||{{Q|Totemic boards|Beauty}} || {{#expr: 100 * {{Q|Totemic boards|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Totemic boards|Flammability Base}} }}% || {{Q|Totemic boards|Cleanliness|0}} || {{Q|Totemic boards|Market Value Base}}
 
|-
 
! [[Totemic tiles]]{{IdeologyIcon}}
 
| ? || {{Required Resources|Totemic tiles|simple=1}} || {{ticks|{{Q|Totemic tiles|Work To Make}}}} ||{{Q|Totemic tiles|Beauty}} || {{#expr: 100 * {{Q|Totemic tiles|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Totemic tiles|Flammability Base}} }}% || {{Q|Totemic tiles|Cleanliness|0}} || {{Q|Totemic tiles|Market Value Base}}
 
 
|-
 
|-
! [[Mindbend carpet]]{{IdeologyIcon}}
+
{{Floor Table Row|?Name=Bridge}}
| ? || {{Required Resources|Mindbend carpet|simple=1}} || {{ticks|{{Q|Mindbend carpet|Work To Make}}}} ||{{Q|Mindbend carpet|Beauty}} || {{#expr: 100 * {{Q|Mindbend carpet|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Mindbend carpet|Flammability Base}} }}% || {{Q|Mindbend carpet|Cleanliness|0}} || {{Q|Mindbend carpet|Market Value Base}}
 
 
|-
 
|-
! [[Hex carpet]]{{IdeologyIcon}}
+
{{#ask: [[Type::Floor]] [[Name::!Rough stone]] [[Name::!Rough-hewn stone]]
| ? || {{Required Resources|Hex carpet|simple=1}} || {{ticks|{{Q| Hex carpet|Work To Make}}}} ||{{Q|Hex carpet|Beauty}} || {{#expr: 100 * {{Q|Hex carpet|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Hex carpet|Flammability Base}} }}% || {{Q|Hex carpet|Cleanliness|0}} || {{Q|Hex carpet|Market Value Base}}
+
| named args = yes
|- -->
+
| ?Name = ?Name
! [[Hex tile]]{{IdeologyIcon}}
+
| format = template
| Steel || {{Required Resources|Hex tile|simple=1}} || {{ticks|{{Q| Hex tile|Work To Make}}}} ||{{Q|Hex tile|Beauty}} || {{#expr: 100 * {{Q|Hex tile|Move Speed Factor}}}}% || | {{#expr: 100 * {{Q|Hex tile|Flammability Base}} }}% || {{Q|Hex tile|Cleanliness|0}} || {{Q|Hex tile|Market Value Base}}
+
| template = Floor Table Row
 +
| sort = From DLC, Name
 +
}}
 
|}
 
|}
</li><div>
+
</li></div>
  
 
== Verson History==  
 
== Verson History==  
 
* [[Version/0.11.877|0.11.877]] - You can now remove floors to reveal the terrain underneath.
 
* [[Version/0.11.877|0.11.877]] - You can now remove floors to reveal the terrain underneath.
 +
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
  
 
==See also==
 
==See also==
Line 128: Line 80:
  
 
{{nav|floor|wide}}
 
{{nav|floor|wide}}
[[Category:Floor]]
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[[Category:Buildings]]

Latest revision as of 07:01, 20 September 2024

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Floors are a type of construction that cover the natural terrain with an artificial surface. Floors do not prevent other constructions to be built on top of them. There are many types of floor, with different resource costs, flammabilities, beauties, cleanlinesses, and other effects.

Effects[edit]

Constructed floors can bring benefits such as increased movement speed, beauty, and cleanliness, as well as preventing wild plants from growing and fire from spreading.

Movement speed[edit]

Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. Trees prevent movement altogether, and also prevent roofs from being built over them. Other natural surfaces incapable of growing vegetation such as raw stone, sand or ice also have lower movement speeds. Flooring a frequent path will reduce the time required to walk between the two areas.

Different flooring (and unfloored areas) in different locations

Beauty[edit]

Colonists are affected by the beauty of the surrounding flooring in two ways - directly, by the Beauty status level, and indirectly, by the effect of beauty on the impressiveness of some room types. Colonists have mood effects from the beauty of their direct surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. See the Beauty page for further details.

The total beauty of a room also affects its impressiveness, which contributes to the mood benefit of rooms such as bedrooms, dining rooms, rec rooms, and hospitals. See the Room stats page for further details.

Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.

Cleanliness[edit]

Flooring is an important factor when calculating a room's Cleanliness, which is important for most rooms but particularly for kitchens, hospitals and laboratories.

This is done in two ways. First, it covers up the existing terrain which almost always has a cleanliness penalty, and prevents that penalty from applying to the room. Second some floor types have a cleanliness bonus which further improves the cleanliness.

Flooring rooms and areas surrounding rooms where cleanliness is important prevents filth being tracked from the terrain there into the clean room as will happen for the first ?? tiles after transitioning from dirt to flooring.[Detail Needed] Non-straw matting floors will not prevent the creation of filth from other sources however, such as that created by animals, but may ameliorate the loss through their other increases to cleanliness.

Cleanliness improves success rates in hospitals as they help prevent the possibility of infection. It also affects research speed and the chance for food to cause food poisoning.

Cleaning time[edit]

Different floors take different amounts of time to clean ranging from 60% to 200%. While most metal floors are cleaned at 60% of the usual time, floors made out of stone blocks and the other metal floors take 80% of the time. All types of carpet have the longest cleaning time at 200% with the remaining floors at 100%.

Flammability[edit]

Non-flammable flooring helps prevent fire advance to its tile.

No plant growth[edit]

Any flooring placed outdoors will prevent grass, bushes or trees from spreading there. This can be useful to keep any trees from growing in the path of a wind turbine and reducing its power output. Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby. It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.

Flooring can even help with security in certain biomes. While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.

Removing floors[edit]

Floors can be removed with the Remove floor order, which is found under the Architect/Floors tab. After floors are removed, the tile will retain its old terrain type.

Most floors return, on average, half of the resources spent at construction when removed. This can be a useful source of materials when raiding settlements or temporary camps, or simply a way to recycle unneeded floors in your own colony. Notable exceptions include flagstone, burned floors and smoothed floors.

Comparison table[edit]

  • Name Variants Fine Resources per tile Work to Build Beauty Move Speed Modifier Flammability Cleanliness Cleaning Time Multiplier Filth Multiplier Wealth
    Bridge Ex.png Wood 12 1,500 ticks (25 secs) 0 100% 80% 0 100% 100% 20
    Burned floor Carpet, Straw matting, Wood floor Ex.png Any Carpet/Straw matting/Wood floor -6 93% 0% 0 100% 100% 0
    Carpet 63 colors Ex.png Cloth 7 800 ticks (13.33 secs) 2 100% 32% 0 200% 100% 13
    Concrete Ex.png Steel 1 100 ticks (1.67 secs) -1 100% 0% 0 80% 100% 2.3
    Flagstone Limestone, Marble, Granite, Sandstone, Slate Ex.png Stuff 4 (Stony) 500 ticks (8.33 secs) 0 100% 0% 0 80% 100% 5.5
    Gold tile Check.png Gold 70 800 ticks (13.33 secs) 11 100% 0% 0.2 60% 100% 705
    Paved tile Ex.png Steel 2 300 ticks (5 secs) 0 100% 0% 0 80% 100% 4.9
    Silver tile Check.png Silver 70 800 ticks (13.33 secs) 4 100% 0% 0.2 60% 100% 73
    Steel tile Ex.png Steel 7 800 ticks (13.33 secs) 0 100% 0% 0.2 60% 100% 16
    Sterile tile Ex.png Steel 3 +  Silver 12 1,600 ticks (26.67 secs) -1 100% 0% 0.6 60% 100% 24
    Stone tile Limestone, Marble, Granite, Sandstone, Slate Ex.png Stuff 4 (Stony) 1,100 ticks (18.33 secs) 1 100% 0% 0 80% 100% 8
    Straw matting Ex.png Hay 2 120 ticks (2 secs) -1 93% 150% -0.1 100% 5% 1.6
    Wood floor Ex.png Wood 3 85 ticks (1.42 secs) 0 100% 22% 0 100% 100% 3.9
    Bioferrite plate Content added by the Anomaly DLC Ex.png Bioferrite 4 840 ticks (14 secs) -2 100% 15% 0 60% 100% 5.5
    Flesh Content added by the Anomaly DLC Ex.png -10 87% 32% -3 150% Expression error: Missing operand for *.% 0
    Void metal Content added by the Anomaly DLC Ex.png 0 100% 0% 1 60% 100% 0
    Fungal gravel Content added by the Ideology DLC Ex.png Overhead mountain 1,000 ticks (16.67 secs) -1 87% 0% -1 100% 100% 0
    Hex carpet Content added by the Ideology DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Hex tile Content added by the Ideology DLC Check.png Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 60% 100% 41
    Mindbend carpet Content added by the Ideology DLC Diamond, Purple, Green, Blue, Yellow Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Morbid carpet Content added by the Ideology DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Morbid stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Spikecore plates Content added by the Ideology DLC Check.png Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 60% 100% 41
    Spikecore stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Totemic boards Content added by the Ideology DLC Check.png Wood 20 5,000 ticks (1.39 mins) 3 100% 22% 0 100% 100% 42
    Totemic stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Fine carpet Content added by the Royalty DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Fine stone tile Content added by the Royalty DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
  • Verson History[edit]

    • 0.11.877 - You can now remove floors to reveal the terrain underneath.
    • 1.4.3523 - Cleaning time factor added.

    See also[edit]