Difference between revisions of "Floors"
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Revision as of 02:26, 14 September 2022
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This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General, also non-edifice floor coverings. |
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
This section is suggested to be rewritten. 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. You can help the RimWorld Wiki by improving it. |
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
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.
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 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
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]
Cleanliness improves the bring better success rates in hospitalized quarters as they help prevent the possibility of infection.
Flammability
Non-flammable flooring helps prevent fire advance to its tile.
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.
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
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
Name | Variants | Fine | Resources per tile | Work to Build | Beauty | Move Speed Modifier | Flammability | Cleanliness | Wealth | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | – | 12 | 1,500 ticks (25 secs) | 0 | 100% | 80% | 0 | 100% | 100% | 20 | |
Burned floor | Carpet, Fine carpet, Straw matting, Wood | – | – | -6 | 93% | 0% | 0 | 0 | |||
Burned floor | Carpet, Straw matting, Wood floor | Any Carpet/Straw matting/Wood floor | – | -6 | 93% | 0% | 0 | 100% | 100% | 0 | |
Carpet | 63 colors | 7 | 800 ticks (13.33 secs) | 2 | 100% | 32% | 0 | 200% | 100% | 13 | |
Concrete | – | 1 | 100 ticks (1.67 secs) | -1 | 100% | 0% | 0 | 80% | 100% | 2.3 | |
Flagstone | Limestone, Marble, Granite, Sandstone, Slate | 4 (Stony) | 500 ticks (8.33 secs) | 0 | 100% | 0% | 0 | 80% | 100% | 5.5 | |
Gold tile | – | 70 | 800 ticks (13.33 secs) | 11 | 100% | 0% | 0.2 | 60% | 100% | 705 | |
Paved tile | – | 2 | 300 ticks (5 secs) | 0 | 100% | 0% | 0 | 80% | 100% | 4.9 | |
Silver tile | – | 70 | 800 ticks (13.33 secs) | 4 | 100% | 0% | 0.2 | 60% | 100% | 73 | |
Steel tile | – | 7 | 800 ticks (13.33 secs) | 0 | 100% | 0% | 0.2 | 60% | 100% | 16 | |
Sterile tile | – | 3 + 12 | 1,600 ticks (26.67 secs) | -1 | 100% | 0% | 0.6 | 60% | 100% | 24 | |
Stone tile | Limestone, Marble, Granite, Sandstone, Slate | 4 (Stony) | 1,100 ticks (18.33 secs) | 1 | 100% | 0% | 0 | 80% | 100% | 8 | |
Straw matting | – | 2 | 120 ticks (2 secs) | -1 | 93% | 150% | -0.1 | 100% | 5% | 1.6 | |
Wood floor | – | 3 | 85 ticks (1.42 secs) | 0 | 100% | 22% | 0 | 100% | 100% | 3.9 | |
Bioferrite plate | – | 4 | 840 ticks (14 secs) | -2 | 100% | 15% | 0 | 60% | 100% | 5.5 | |
Flesh | – | – | -10 | 87% | 32% | -3 | 150% | Expression error: Missing operand for *.% | 0 | ||
Void metal | – | – | – | 0 | 100% | 0% | 1 | 60% | 100% | 0 | |
Fungal gravel | – | Overhead mountain | 1,000 ticks (16.67 secs) | -1 | 87% | 0% | -1 | 100% | 100% | 0 | |
Hex carpet | 63 colors | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 200% | 100% | 67 | |
Hex tile | – | 12 | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 60% | 100% | 41 | |
Mindbend carpet | Diamond, Purple, Green, Blue, Yellow | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 200% | 100% | 67 | |
Morbid carpet | 63 colors | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 200% | 100% | 67 | |
Morbid stone tile | Limestone, Marble, Granite, Sandstone, Slate | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 80% | 100% | 36 | |
Spikecore plates | – | 12 | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 60% | 100% | 41 | |
Spikecore stone tile | Limestone, Marble, Granite, Sandstone, Slate | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 80% | 100% | 36 | |
Totemic boards | – | 20 | 5,000 ticks (1.39 mins) | 3 | 100% | 22% | 0 | 100% | 100% | 42 | |
Totemic stone tile | Limestone, Marble, Granite, Sandstone, Slate | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 80% | 100% | 36 | |
Fine carpet | 63 colors | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 200% | 100% | 67 | |
Fine stone tile | Limestone, Marble, Granite, Sandstone, Slate | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 80% | 100% | 36 |
Verson History
- 0.11.877 - You can now remove floors to reveal the terrain underneath.
See also