Difference between revisions of "Space"

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{{Version|0.17.1557}}
 +
 
Space reflects a sense of being physically free and able to move around.  It is harmed by spending extended periods in cramped rooms.
 
Space reflects a sense of being physically free and able to move around.  It is harmed by spending extended periods in cramped rooms.
  
==Clearance==
+
==Mood table==
Visit the [[Clearance]] page to see how the unseen game mechanic calculates the need for space.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Space Need
 
! Space Need
! Room Size
+
! Clearance
! Buff
+
! Mood
 
! Thought
 
! Thought
 
|-
 
|-
| 0% - 29%
+
| 0%
| 1-20 Squares
+
| 1-3
| -5 debuff
+
| -10
 +
| Very cramped interior
 +
|-
 +
| 1% - 29%
 +
| 4 - 10
 +
| -5
 
| Cramped interior
 
| Cramped interior
 
|-
 
|-
 
| 30% - 69%
 
| 30% - 69%
| 24-48 Squares
+
| 11 - 40
| No buffs
+
| No effect
 
| No thoughts
 
| No thoughts
 
|-
 
|-
 
| 70% - 100%
 
| 70% - 100%
| 54 or more Squares
+
| 40+
| +5 buff
+
| +5
 
| Spacious interior
 
| Spacious interior
 
 
|}
 
|}
  
 
Knowing the above information will help quickly determine the size of room you may be interested in.  It has been worked out with empty, square or rectangular shaped rooms for ease, hence the small discrepancy between them.
 
Knowing the above information will help quickly determine the size of room you may be interested in.  It has been worked out with empty, square or rectangular shaped rooms for ease, hence the small discrepancy between them.
  
==Room Sizes==
+
The need will increase to maximum when a character is outside, but they are never affected by any space-related thoughts. When moving from the outside to a small room, they may temporarily have positive thoughts before the need drops.
Using the clearance calculations and some experimenting, here are some rooms to help visualise quickly what would suit specific room functions.  
 
  
For the majority of the time, space isn't a concern when walking from location to location or in areas they don't spent much time. However there are some key rooms that are worth investing more space to avoid the long term effects of being in cramped rooms.
+
==Clearance==
 +
===Clearance Sight Range===
 +
Humanoids take regular looks around their environment. Each time, they look at squares of flooring within their clearance sight range - a radius of 8 squares (193 observed squares). Squares outside the room the humanoid is in are not observed. Walls do not block this, as long as the room is the same; for example, if a room is almost divided by a wall in the middle, a human standing near the wall will still consider tiles behind the wall.
  
The details of each room below cover the smallest size with the minimal items required to avoid the 'cramped' debuff. However, using the Clearance calculations it will be easy to know how many extra tiles or squares a room will require when adding more furniture.
+
===Calculating===
 +
[[File:Clearance.png|thumb|right]]
 +
Every tile that can be walked on counts for clearance. It doesn't matter what's placed on it. Walls, comms consoles, and nutriment paste dispensers '''will''' block the tiles, because they also block the movement. Beds, workbenches, lamps, plant pots will not.
  
====Bedroom====
+
A character standing in the corner of a very large room will settle at 78% need, because they can only see a 56 tiles.
  
It is often argued that your humanoids don't mind small rooms while asleep.  This is not the case, when sleeping they are still affected by the debuff for a cramped room.
+
A character standing in the door of a room that leads outside will see the outdoors area, and their need will increase to maximum, but they will consider themselves to be in a room, giving them +5 mood.
  
The longer the humanoid spends in a cramped environment, the longer it takes to shake the debuff when entering larger rooms.  So it is worth some thought, even for the sleeping space.
+
===Clearance - space table===
  
The smallest room size that prevents debuffs when sleeping is 5x5. This allows for a single or double bed with two humanoids while still avoiding the 'cramped' and 'crowded' debuffs.  However, adding more items can easily make such a small bedroom cramped.
+
{| class="wikitable"
 
+
!Clearance
[[File:RWBedroom.png]]
+
!Space need
 
+
|-
====Common Room====
+
|1
 
+
|0%
====Kitchen & Research====
+
|-
 
+
|2
====Prison====
+
|0%
 
+
|-
====Hospital====
+
|3
This can vary depending on how many beds you wish to have in the ward.  However, for best happiness results, stick to a room each.  The smallest size would be the same as the bedroom, 5x5, allowing for a hospital bed and vitals monitor.  This helps remove the 'cramped' debuff but also helps prevent the 'crowded' debuff.
+
|0%
 +
|-
 +
|4
 +
|4.2%
 +
|-
 +
|5
 +
|8.3%
 +
|-
 +
|6
 +
|12%
 +
|-
 +
|7
 +
|17%
 +
|-
 +
|8
 +
|21%
 +
|-
 +
|9
 +
|25%
 +
|-
 +
|10
 +
|29%
 +
|-
 +
|11
 +
|32%
 +
|-
 +
|12
 +
|36%
 +
|-
 +
|13
 +
|39%
 +
|-
 +
|14
 +
|43%
 +
|-
 +
|15
 +
|46%
 +
|-
 +
|16
 +
|50%
 +
|-
 +
|17
 +
|51%
 +
|-
 +
|18
 +
|52%
 +
|-
 +
|19
 +
|52%
 +
|-
 +
|20
 +
|53%
 +
|-
 +
|21
 +
|54%
 +
|-
 +
|22
 +
|55%
 +
|-
 +
|23
 +
|56%
 +
|-
 +
|24
 +
|56%
 +
|-
 +
|25
 +
|57%
 +
|-
 +
|26
 +
|58%
 +
|-
 +
|27
 +
|59%
 +
|-
 +
|28
 +
|60%
 +
|-
 +
|29
 +
|60%
 +
|-
 +
|30
 +
|61%
 +
|-
 +
|31
 +
|62%
 +
|-
 +
|32
 +
|63%
 +
|-
 +
|33
 +
|64%
 +
|-
 +
|34
 +
|65%
 +
|-
 +
|35
 +
|65%
 +
|-
 +
|36
 +
|66%
 +
|-
 +
|37
 +
|67%
 +
|-
 +
|38
 +
|68%
 +
|-
 +
|39
 +
|69%
 +
|-
 +
|40
 +
|69%
 +
|-
 +
|41
 +
|70%
 +
|-
 +
|42
 +
|71%
 +
|-
 +
|43
 +
|72%
 +
|-
 +
|44
 +
|72%
 +
|-
 +
|45
 +
|72%
 +
|-
 +
|46
 +
|73%
 +
|-
 +
|47
 +
|73%
 +
|-
 +
|48
 +
|74%
 +
|-
 +
|49
 +
|74%
 +
|-
 +
|50
 +
|75%
 +
|-
 +
|51
 +
|76%
 +
|-
 +
|52
 +
|76%
 +
|-
 +
|53
 +
|76%
 +
|-
 +
|54
 +
|77%
 +
|-
 +
|55
 +
|78%
 +
|-
 +
|56
 +
|78%
 +
|-
 +
|57
 +
|78%
 +
|-
 +
|58
 +
|79%
 +
|-
 +
|59
 +
|80%
 +
|-
 +
|60
 +
|80%
 +
|}

Revision as of 17:53, 23 June 2017

This article is considered accurate for the current version (Alpha 17B - 0.17.1557) of the game.

Space reflects a sense of being physically free and able to move around. It is harmed by spending extended periods in cramped rooms.

Mood table

Space Need Clearance Mood Thought
0% 1-3 -10 Very cramped interior
1% - 29% 4 - 10 -5 Cramped interior
30% - 69% 11 - 40 No effect No thoughts
70% - 100% 40+ +5 Spacious interior

Knowing the above information will help quickly determine the size of room you may be interested in. It has been worked out with empty, square or rectangular shaped rooms for ease, hence the small discrepancy between them.

The need will increase to maximum when a character is outside, but they are never affected by any space-related thoughts. When moving from the outside to a small room, they may temporarily have positive thoughts before the need drops.

Clearance

Clearance Sight Range

Humanoids take regular looks around their environment. Each time, they look at squares of flooring within their clearance sight range - a radius of 8 squares (193 observed squares). Squares outside the room the humanoid is in are not observed. Walls do not block this, as long as the room is the same; for example, if a room is almost divided by a wall in the middle, a human standing near the wall will still consider tiles behind the wall.

Calculating

Clearance.png

Every tile that can be walked on counts for clearance. It doesn't matter what's placed on it. Walls, comms consoles, and nutriment paste dispensers will block the tiles, because they also block the movement. Beds, workbenches, lamps, plant pots will not.

A character standing in the corner of a very large room will settle at 78% need, because they can only see a 56 tiles.

A character standing in the door of a room that leads outside will see the outdoors area, and their need will increase to maximum, but they will consider themselves to be in a room, giving them +5 mood.

Clearance - space table

Clearance Space need
1 0%
2 0%
3 0%
4 4.2%
5 8.3%
6 12%
7 17%
8 21%
9 25%
10 29%
11 32%
12 36%
13 39%
14 43%
15 46%
16 50%
17 51%
18 52%
19 52%
20 53%
21 54%
22 55%
23 56%
24 56%
25 57%
26 58%
27 59%
28 60%
29 60%
30 61%
31 62%
32 63%
33 64%
34 65%
35 65%
36 66%
37 67%
38 68%
39 69%
40 69%
41 70%
42 71%
43 72%
44 72%
45 72%
46 73%
47 73%
48 74%
49 74%
50 75%
51 76%
52 76%
53 76%
54 77%
55 78%
56 78%
57 78%
58 79%
59 80%
60 80%