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− | Rooms have 'roles’ and [[Room stats|stats]] based on what is inside them. These are automatically-defined values that passively affect the behaviors and potentially the [[mood]] of characters in the room. Room roles and [[Room stats|stats]] can be inspected using the room inspection tool found in the bottom right of the screen.
| + | '''Room roles''' are assigned to a [[room]] based on what is inside them, such as a ''bedroom'' or ''barracks''. |
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− | Only some room types grant a [[mood]] effect, identified in the table below. To gain this mood effect, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room, sleeping in a [[bed]] in a bedroom, using a recreational facility in a rec room). These mood effects are typically applied when a character ''begins'' said activity in the room, and last for 24 hours.
| + | ==Summary== |
| + | Rooms have [[room stats|stats]]. This includes Impressiveness and its 4 composite stats ([[Beauty]], [[Cleanliness]], [[Wealth]], [[Space]]). These values are defined from the items inside. Stats can be inspected using the room inspection tool found in the bottom right of the screen. Rooms can fufill multiple roles at once, despite the game displaying only 1 label at a time. |
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− | While rooms can only have one of the room role labels at a time, they can fill multiple of them simultaneously and grant the benefits. The associate thought and mood effect is triggered only by using the room for its associated purpose ''for each role''. For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room. However, a character will gain the thought about a Dining Room if they eat at the table in that room, as well as gaining the thought about a Rec Room if they utilize one of the recreational activities in the room. If they, for example, only eat in the room and use a recreational activity elsewhere (ex. a [[Telescope]]), they'll only gain the dining room thought and not the rec room thought.
| + | Certain room types grant a [[mood]] effect, based on how Impressive it is. To gain it, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room). They are typically applied when a character ''begins'' said activity in the room, and last for 24 hours. |
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− | Another common example is placing multiple "clean room" facilities, such a research benches, stoves, and hospital beds, in the same room so they all benefit from efforts towards a sterile environment. However, neither the workshop role or the kitchen role has an associated thought, so this is less relevant for mood.
| + | Buildings may also rely on a specific room stat. Hospitals, laboratories, and kitchens all use Cleanliness. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off the Cleanliness stat. Also note that increasing [[beauty]] in 1 place will increase a pawn's [[beauty#Beauty need level|beauty ''need'']], as well as the room stat. |
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− | Note that this does not apply across bedroom/barracks types, as beds can only be set to a single "type" per room. For example, marking one bed as being for prisoners marks ''all'' beds in that room as being for prisoners, so a room cannot simultaneously be both a bedroom/barracks and a prison cell/barracks.
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− | The [[Room stats#Impressiveness|Impressiveness]] of a room only matters for the purposes of rooms with associated thoughts, as the mood benefit (or penalty) scales with the Impressiveness of the room. Impressiveness has no impact on other room types. However, the [[Beauty]] of a room applies to character within a room regardless of the room type (even for generic "Rooms"), proportional to how long the character spends in that room, so it can be beneficial to beautify ''any'' type of room that characters spend a solid amount of time in.
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− | Cleanliness has different impact for different room types. For kitchens, cleanliness impacts the likelihood of the food having food poisoning. For hospitals, it impacts the chances of a patient getting an infection. For laboratories, it directly adjusts research time. All of these are further modified by the level in the appropriate skill (cooking, medical, intellectual) of the character performing the task.
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− | A Bedroom will take priority over Barn even with single [[Sleeping spot]], [[Bedroll]] or [[Bed]] for [[colonist]]. This makes it safe to place animals with people.
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− | A Hospital will take priority over Bedroom and Barracks sometimes... This enables players to place bodyguards inside Hospitals.
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− | 3 Sleeping spots set to medical out of 5 Sleeping spots will convert a room from [[Barracks]] to [[Hospital]]. 1 out of 1. 2 out of 2. 2 out of 3. 3 out of 4. 3 out of 5...<!-- 3 beds and one [[Double bed]]...-->
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− | Single Sleeping spot will convert Laboratory to Bedroom.
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| + | ==List of roles== |
| {| class="wikitable" | | {| class="wikitable" |
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| <nowiki>*</nowiki> = This room changes to the ideoligion's set temple name if its altar/ideogram was placed. | | <nowiki>*</nowiki> = This room changes to the ideoligion's set temple name if its altar/ideogram was placed. |
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− | Other pieces of [[furniture]] not mentioned such as [[chair]]s should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom". | + | Other pieces of [[furniture]] not mentioned, such as [[chair]]s should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom". |
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| <noinclude> | | <noinclude> |
| == Version history == | | == Version history == |
Room roles are assigned to a room based on what is inside them, such as a bedroom or barracks.
Summary
Rooms have stats. This includes Impressiveness and its 4 composite stats (Beauty, Cleanliness, Wealth, Space). These values are defined from the items inside. Stats can be inspected using the room inspection tool found in the bottom right of the screen. Rooms can fufill multiple roles at once, despite the game displaying only 1 label at a time.
Certain room types grant a mood effect, based on how Impressive it is. To gain it, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room). They are typically applied when a character begins said activity in the room, and last for 24 hours.
Buildings may also rely on a specific room stat. Hospitals, laboratories, and kitchens all use Cleanliness. In other words, a medical bed, simple research bench, and electric stove all function off the Cleanliness stat. Also note that increasing beauty in 1 place will increase a pawn's beauty need, as well as the room stat.
List of roles
Label
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Mood Impact
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Related Stats
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Requirements
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Room
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None
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None
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No
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Bedroom
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Yes
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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A single Bed, Bedroll or Sleeping spot
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Barracks
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Yes
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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Multiple Beds, Bedrolls or Sleeping spots
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Prison cell
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Yes
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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A single prisoner's bed, Bedroll or sleeping spot
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Prison barracks
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Yes
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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Multiple prisoner's Beds, Bedrolls or sleeping spots
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Dining room
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Yes
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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Table
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Rec room
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Yes
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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Billiards table, chess table, horseshoes pin
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Hospital
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Yes
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Beauty, Cleanliness, Space
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Hospital bed, or any bed marked as Medical
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Laboratory
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No
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Cleanliness
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Simple research bench or Hi-tech research bench
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Workshop
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No
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None
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Smithing bench, Hand tailor bench, Electric tailor bench, sculptor's table, Stonecutter's table, Butcher table, Machining table, Electric smelter, Brewery, Drug lab, Fabrication bench, or Crafting spot
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Throneroom
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No
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Beauty, Cleanliness, Wealth, Space, Impressiveness
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Meditation throne or Grand meditation throne
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Temple *
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No
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None
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A Small/Medium/Large Altar / Ideogram
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Kitchen
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No
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Cleanliness
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Electric stove, fueled stove or butcher table
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Tomb
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No
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None
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Sarcophagus
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Barn
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No
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None
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Animal sleeping spot, Animal bed
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Storeroom
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No
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None
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Shelf
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Nursery
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Yes?
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Testing needed
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Crib or Baby Sleeping Spot
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Playroom
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Yes?
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Testing needed
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Toy Box
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Classroom
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Yes?
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Testing needed
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School Desk
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Deathrest Chamber
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Yes
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Impressiveness, Testing needed
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Deathrest casket
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* = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.
Other pieces of furniture not mentioned, such as chairs should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom".
Version history
- 0.12.906 - Added
- 1.4.3523 - Added a “storeroom” role for rooms with lots of shelves.
- Biotech DLC Release - Nursery, Playroom, Classroom, and Deathrest Chamber roles added.