Difference between revisions of "Floors"

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== Description ==  
 
== Description ==  
 
[[File:Floors.png|500px|right]]
 
[[File:Floors.png|500px|right]]
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.
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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 ===
 
=== 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.
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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.
  
 
=== Beauty of room ===
 
=== Beauty of room ===

Revision as of 16:16, 7 January 2022

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Description

Floors.png

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

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 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. 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.

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 93% 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