Floors
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Floors are a type of constructions which cover the natural terrain with an artificial surface, and allow other constructions to be built on top of them.
Effects
Constructed floors can bring benefits such as increased movement speed, beauty, and cleanliness, as well as preventing wild plants from growing and fire 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, which is found under the Architect/Floors tab. After floors are removed, the tile will retain its old terrain type.
Most (but not all(which?)) floors types return back, on average, half of the resources spent at construction, which can be useful 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.
Name | Variants | Resources Per Square | Work to Build | Beauty | Move Speed Modifier | Flammability | Cleanliness | Wealth |
---|---|---|---|---|---|---|---|---|
Burned floor | Carpet, Fine carpet, Straw matting, Wood | – | – | -6 | 93% | 0% | 0 | 0 |
Carpet | Cream, Dark, Blue, Green, Red | 7 | 800 ticks (13.33 secs) | 2 | 100% | 32% | 0 | 13 |
Concrete | – | 1 | 100 ticks (1.67 secs) | -1 | 100% | 0% | 0 | 2.3 |
Fine carpet | Burgundy, Indigo, White | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 67 |
Fine stone tile | Limestone, Marble, Granite, Sandstone, Slate | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 36 |
Flagstone | Limestone, Marble, Granite, Sandstone, Slate | 4 (Stony) | 500 ticks (8.33 secs) | 0 | 100% | 0% | 0 | 5.5 |
Fungal gravel | – | – | 1,000 ticks (16.67 secs) | -1 | 87% | 0% | -1 | |
Gold tile | – | 70 | 800 ticks (13.33 secs) | 11 | 100% | 0% | 0.2 | 705 |
Hex carpet | Burgundy, Indigo, White | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 67 |
Hex tile | – | 12 | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 41 |
Mindbend carpet | Diamond, Purple, Green, Blue, Yellow | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 67 |
Morbid carpet | Burgundy, Indigo, White | 35 | 4,000 ticks (1.11 mins) | 4 | 100% | 32% | 0 | 67 |
Morbid stone tile | Sandstone, Granite, Limestone, Slate or Marble | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 36 |
Paved tile | – | 2 | 300 ticks (5 secs) | 0 | 100% | 0% | 0 | 4.9 |
Silver tile | – | 70 | 800 ticks (13.33 secs) | 4 | 100% | 0% | 0.2 | 73 |
Smooth stone | Limestone, Marble, Granite, Sandstone, Slate | Rough stone/ Rough-hewn stone |
2,800 ticks (46.67 secs) | 2 | 100% | 0% | 0 | 5 |
Spikecore plates | – | 12 | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 41 |
Spikecore stone tile | Sandstone, Granite, Limestone, Slate or Marble | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 36 |
Steel tile | – | 7 | 800 ticks (13.33 secs) | 0 | 100% | 0% | 0.2 | 16 |
Sterile tile | – | 3 + 12 | 1,600 ticks (26.67 secs) | -1 | 100% | 0% | 0.6 | 24 |
Stone tile | Limestone, Marble, Granite, Sandstone, Slate | 4 (Stony) | 1,100 ticks (18.33 secs) | 1 | 100% | 0% | 0 | 8 |
Straw matting | – | 2 | 120 ticks (2 secs) | -1 | 93% | 150% | -0.1 | 1.6 |
Totemic boards | – | 20 | 5,000 ticks (1.39 mins) | 3 | 100% | 22% | 0 | 42 |
Totemic stone tile | Limestone, Marble, Granite, Sandstone, Slate | 20 (Stony) | 5,000 ticks (1.39 mins) | 3 | 100% | 0% | 0 | 36 |
Wood floor | – | 3 | 85 ticks (1.42 secs) | 0 | 100% | 22% | 0 | 3.9 |