Difference between revisions of "Sculptures"

From RimWorld Wiki
Jump to navigation Jump to search
Line 12: Line 12:
 
Small sculptures require 50 materials and {{Ticks|18000}} of work, large sculptures require 100 materials and {{Ticks|30000}} of work, and grand sculptures require 400 materials and {{Ticks|105000}} of work. Note that [[small volume material]]s ([[silver]] and [[gold]]) require ten times more items to create.  
 
Small sculptures require 50 materials and {{Ticks|18000}} of work, large sculptures require 100 materials and {{Ticks|30000}} of work, and grand sculptures require 400 materials and {{Ticks|105000}} of work. Note that [[small volume material]]s ([[silver]] and [[gold]]) require ten times more items to create.  
  
The sculpters [[Artistic]] skill is the primary factor in determining the sculptures [[quality]]. A sculptor cannot work on another sculptors piece.
+
The sculpter's [[Artistic]] skill is the primary factor in determining the sculptures' [[quality]]. A sculptor cannot work on another sculptor's piece.
  
 
== Summary ==
 
== Summary ==

Revision as of 15:08, 11 April 2023

Sculptures are buildings of art that have a high beauty stat. There are four types of sculptures:

Acquisition

Unfinished sculpture

All four sculptures are created from an art bench using Stuff Wood, Stony, or Metallic ingredients. Counter-intuitively, stone sculptures are not made from stone chunks, but from stone blocks.

Small sculptures require 50 materials and 18,000 ticks (5 mins) of work, large sculptures require 100 materials and 30,000 ticks (8.33 mins) of work, and grand sculptures require 400 materials and 105,000 ticks (29.17 mins) of work. Note that small volume materials (silver and gold) require ten times more items to create.

The sculpter's Artistic skill is the primary factor in determining the sculptures' quality. A sculptor cannot work on another sculptor's piece.

Summary

Sculptures have a high beauty rating, which depends on the sculpture size, material, and quality. For the same material and quality, a small sculpture has half the beauty of a large sculpture, which has 4x less beauty than a grand sculpture. Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. Also, all sculptures have a 1.1x Sell Price Multiplier, making them sell for more when compared to other items of the same market value.

The following table compares the four sculptures:

  • Sculpture Size Materials Beauty[* 1] HP[* 1] Work to make[* 1] Market
    value[* 1]
    Beauty/work Value/Work Value/Material
    Small sculpture 1 × 1 Stuff 50 Stuff (Metallic/Woody/Stony, 500 for SMVs) 50 90 18,000 ticks (5 mins) 160 Silver 0.0028 0.0089 3.2
    Large sculpture 1 × 1 Stuff 100 Stuff (Metallic/Woody/Stony, 1000 for SMVs) 100 150 30,000 ticks (8.33 mins) 300 Silver 0.0033 0.01 3
    Grand sculpture 2 × 2 Stuff 400 Stuff (Metallic/Woody/Stony, 4000 for SMVs) 400 300 105,000 ticks (29.17 mins) 1140 Silver 0.0038 0.0109 2.9
    Terror sculpture Content added by the Ideology DLC 1 × 1 Stuff 100 Stuff (Metallic/Woody/Stony, 1000 for SMVs) -5 150 30,000 ticks (8.33 mins) 300 Silver -0.0002 0.01 3
    1. 1.0 1.1 1.2 1.3 Base values. Ignoring multipliers and offsets from materials or quality.

    Terror sculptures do not increase beauty, but instead increase suppression of slaves.Content added by the Ideology DLC

    All sculptures will have a name and story, like items of excellent or higher qualities. See #Story Generation below for more details.

    Meditation

    Pawns with the Artistic meditation focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or Ascetic.

    The highest quality sculpture is the primary source of psyfocus:

    Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Base Strength +12% +16% +20% +22% +24% +26% +28%

    The other, surrounding sculptures give a much smaller boost:

    Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Strength Offset +0% +0% +1% +1% +1% +2% +2%

    The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.

    Analysis

    Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to fulfilling the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:

    • Dining room
    • Rec room
    • Bedroom (Barracks, Prison Rooms)
    • Hospital
    • Throne room Content added by the Royalty DLC & Ritual room Content added by the Ideology DLC

    Other than these rooms, place art where pawns will stay for a long time, such as a research station. For extra points, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.

    Note that sculptures increase a room's beauty rating from anywhere inside, but will only fulfil the beauty need when in an 8-tile radius from a pawn.

    Which sculpture to create

    Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest Market Value per material. Therefore, small sculptures are the most profitable to sell (per material). Small sculptures also have another advantage: quality is a multiplier to price, but can only increase price up to a flat cap. Small sculptures, especially of gold or silver, are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.

    Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms.

    Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have inspired creativity, assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits.

    Material table

    All sculptures can be made out of metals, stone and wood. Note that for gold and silver ten times the amount is necessary since they are small volume materials.

  • Material Work
    factor
    Beauty
    factor
    Beauty
    offset
    HP
    factor
    Flammability
    factor
    Market
    value
    Plasteel 2.2 1 0 2.8 0 9
    Uranium 1.9 0.5 0 2.5 0 6
    Gold 0.9 4 20 0.6 0.4 10
    Silver 1 2 6 0.7 0.4 1
    Steel 1 1 0 1 0.4 1.9
    Bioferrite Content added by the Anomaly DLC 2.5 0.25 0 2 0.75 0.75
    Granite blocks 1.3 1 0 1.7 0 0.9
    Slate blocks 1.3 1.1 0 1.3 0 0.9
    Jade 1.4 2.5 10 0.5 0 5
    Limestone blocks 1.3 1 0 1.55 0 0.9
    Marble blocks 1.15 1.35 1 1.2 0 0.9
    Sandstone blocks 1.1 1.1 0 1.4 0 0.9
    Wood 0.7 1 0 0.65 1 1.2
  • Quality table

    Quality Base Beauty
    Modifier
    Base Value
    Modifier
    Awful -10% 50%
    Poor 50% 75%
    Normal 100% 100%
    Good 200% 125% (max +500)
    Excellent 300% 150% (max +1000)
    Masterwork 500% 250% (max +2000)
    Legendary 800% 500% (max +3000)

    Story generation

    Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:

    • A past event occurring in or to the colony (see below)
    • A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
    • A border to the art (e.g. "a triangular border")
    • A texture (e.g. "insert texture example")
    • A design style (e.g. "conveys a feeling of rage and happiness")
    • A location (e.g. "in a town")

    The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:

    • killings
    • drunkenness
    • vomiting
    • landing in drop pods
    • artwork created
    • struck ore
    • person captured
    • person recruited
    • animal trained
    • animal hunted
    • surgery done
    • someone was on fire
    • someone went psychotic
    • someone gave up

    Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.

    Version history

    • 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
    • 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.