Difference between revisions of "Sterile tile"
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| name = Sterile tile | | name = Sterile tile | ||
| description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean. | | description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean. | ||
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==Analysis== | ==Analysis== | ||
Cleanliness is useful for a few different types of buildings: | Cleanliness is useful for a few different types of buildings: | ||
− | *'''Hospitals'''. In a full room of sterile tiles, surgery success is increased by roughly x1.05, while tend quality also increases. And, [[infection]] chance per wound is multiplied by | + | *'''Hospitals'''. In a full room of sterile tiles, surgery success is increased by roughly {{Good|x1.05}}, while tend quality also increases. And, [[infection]] chance per wound is multiplied by x30%, compared to x50% at 0 Cleanliness. These factors can all save a pawn's life, so sterile tiles should be installed as you can afford it. |
*'''Research rooms'''. [[Research]] is accelerated in a clean room, up to {{+|9%}} in a sterile room. Not a priority by any means, but useful if you have plenty of spare resources. | *'''Research rooms'''. [[Research]] is accelerated in a clean room, up to {{+|9%}} in a sterile room. Not a priority by any means, but useful if you have plenty of spare resources. | ||
*'''Kitchens'''. [[Cooking]] in a dirty room has a chance to give [[food poisoning]]. However, the cleanliness must be below -2.0 for the chance to exist. Therefore, [[straw matting]] or even dirt floor is sufficiently clean. Respectively, they prevent 95% or 100% of accumulated dirt, which makes up for the loss of Cleanliness. | *'''Kitchens'''. [[Cooking]] in a dirty room has a chance to give [[food poisoning]]. However, the cleanliness must be below -2.0 for the chance to exist. Therefore, [[straw matting]] or even dirt floor is sufficiently clean. Respectively, they prevent 95% or 100% of accumulated dirt, which makes up for the loss of Cleanliness. |
Revision as of 00:27, 18 November 2022
Sterile tile
Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean.
Base Stats
- Type
- Floor
- Beauty
- -1
- Flammability
- 0%
Building
- Size
- 1 × 1
- Placeable
- True
- Cleanliness
- +0.6
- Move Speed Factor
- 100%
Creation
- Required Research
- Sterile materials
- Skill Required
- Construction 6
- Work To Make
- 1,600 ticks (26.67 secs)
Sterile tile is one of the many floors that you can construct. It has the highest cleanliness stat of 0.6. It also takes 60% of the time to clean.
Acquisition
Sterile tiles can be constructed once the Sterile materials research project has been completed. Each tile requires 3 Steel, 12 Silvers, 1,600 ticks (26.67 secs) of work, and a Construction skill of 6.
This tile is relatively slow to construct, taking almost 19x longer than a standard wood floor.
Analysis
Cleanliness is useful for a few different types of buildings:
- Hospitals. In a full room of sterile tiles, surgery success is increased by roughly ×1.05, while tend quality also increases. And, infection chance per wound is multiplied by x30%, compared to x50% at 0 Cleanliness. These factors can all save a pawn's life, so sterile tiles should be installed as you can afford it.
- Research rooms. Research is accelerated in a clean room, up to +9% in a sterile room. Not a priority by any means, but useful if you have plenty of spare resources.
- Kitchens. Cooking in a dirty room has a chance to give food poisoning. However, the cleanliness must be below -2.0 for the chance to exist. Therefore, straw matting or even dirt floor is sufficiently clean. Respectively, they prevent 95% or 100% of accumulated dirt, which makes up for the loss of Cleanliness.
- Biosculpter pods. Pods run up to +15% faster in a sterile room. As room space doesn't matter, you can make a 2x3 room with just the pod inside it, which is easily affordable.
Cleanliness will also increase room impressiveness. However, using sculptures with concrete, paved tiles, or steel tiles is typically more efficient. Sculptures also increase the Beauty need, which by itself will make colonists happy. Concrete and paved tiles have a clean time of 80%, and steel tiles match the sterile tiles' 60% cleaning.
Room creation
As sterile tiles are expensive, you may want to combine hospitals and research rooms to make the most out of the buff. Otherwise, it's best to make hospitals small, to save on resources. The smallest room size to maintain cleanliness for triage is 4x5, but a single blood spill will make it dirty every time. Making it slightly bigger will increase resistance against filth.
Note that floor under a door doesn't count for Cleanliness, so you don't need to place sterile tiles on a doorway. However, filth on a door does count, and colonists stepping from dirt to a paved tile will accumulate filth.
With straw matting
Combining sterile tiles with straw matting can increase the cleanliness of a room, while decreasing the amount of filth. Put sterile tile under objects that won't be walked over, such as beds, tables, and shelves, and put straw matting elsewhere. Flower pots or sculptures will offset the beauty from both tiles
Version history
- 0.12.906 - Added
- 1.4.3523 - Beauty decreased from 0 to -1. Cleaning time factor added. Description changed from Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build. to Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean.