Difference between revisions of "Floors"

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! [[Fine stone tile]] {{RoyaltyIcon}}
 
! [[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}}
 
| 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}}
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! [[Totemic boards]]{{IdeologyIcon}}
 
! [[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}}
 
| ? || {{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}}
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! [[Hex carpet]]{{IdeologyIcon}}
 
! [[Hex carpet]]{{IdeologyIcon}}
 
| ? || {{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}}
 
| ? || {{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}}
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! [[Hex tile]]{{IdeologyIcon}}
 
! [[Hex tile]]{{IdeologyIcon}}
 
| 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}}
 
| 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}}

Revision as of 11:34, 19 October 2021

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Description

Floors.png

Floor improvements can bring benefits such as mobility speed, aesthetic comfort and hygiene, as well as prevent wild plants from growing and fires from spreading.

Movement speed

Soil grows vegetation such as grass, bushes and trees, all of which cause a walking speed reduction for Colonists. Other natural surfaces incapable of growing vegetation such as sand or ice also have low movement speeds. Flooring a frequent path will reduce the time required to walk between the two ends.

Beauty of room

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.

Sanitation / Safety

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

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.

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. After floors are removed, the tile will retain its old terrain type.

Types of Flooring

There are several different types of flooring available, with each requiring specific resources to construct each tile.

  • Type Materials Resources Per Square Work to Build Beauty Move Speed Modifier Flammability Cleanliness Wealth
    Wood floor Wood Wood 3 85 ticks (1.42 secs) 0 100% 22% 0 3.9
    Burned wood floor Wood floor - - -6 ? 0% ? ?
    Carpet Cloth Cloth 7 800 ticks (13.33 secs) 2 100% 32% 0 13
    Burned carpet Carpet/Fine carpet - - -6 ? 0% ? ?
    Sterile tile Silver/Steel Steel 3 + Silver 12 1,600 ticks (26.67 secs) -1 100% 0% 0.6 24
    Stone tile Sandstone, Granite, Limestone, Slate or Marble Stone 4 1,100 ticks (18.33 secs) 1 100% 0% 0 8
    Flagstone Sandstone, Granite, Limestone, Slate or Marble Stone 4 500 ticks (8.33 secs) 0 100% 0% 0 5.5
    Silver tile Silver Silver 70 800 ticks (13.33 secs) 4 100% 0% 0.2 73
    Steel tile Steel Steel 7 800 ticks (13.33 secs) 0 100% 0% 0.2 16
    Paved tile Steel Steel 2 300 ticks (5 secs) 0 100% 0% 0 4.9
    Concrete Steel Steel 1 100 ticks (1.67 secs) -1 100% 0% 0 2.3
    Gold tile Gold Gold 70 800 ticks (13.33 secs) 11 100% 0% 0.2 705
    Straw matting Hay Hay 2 120 ticks (2 secs) -1 93% 150% -0.1 1.6
    Burned straw matting Straw matting - - -6 ? 0% ? ?
    Rough stone Natural Stone Floor - - -1 87% Expression error: Missing operand for *.% 0
    Rough-hewn stone Semi-natural Stone Floor - - -1 93% Expression error: Missing operand for *.% 0 ?
    Smooth stone Natural Stone Floor - 2,800 ticks (46.67 secs) 2 100% 0% 0 5
    Fine carpet Content added by the Royalty DLC Cloth Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 67
    Fine stone tile Content added by the Royalty DLC Sandstone, Granite, Limestone, Slate or Marble Stone 20 5,000 ticks (1.39 mins) 3 100% 0% 0 36
    Hex tileContent added by the Ideology DLC Steel Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 41
  • Verson History

    • 0.11.877 - You can now remove floors to reveal the terrain underneath.

    See also