Floors
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Description
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.
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 | Beauty | Move Speed Modifier | Flammability | Cleanliness | Wealth |
---|---|---|---|---|---|---|---|
Wood floor | Wood | 3 | 0 | 100 | 22 | 0 | 3.9 |
Carpet | Cloth | 7 | 2 | 100 | 32 | 0 | 13 |
Sterile tile | Silver/Steel | 12 & 3 | 0 | 100 | 0 | +0.6 | 24 |
Stone tile | Sandstone, Granite, Limestone, Slate or Marble | 4 | 1 | 100 | 0 | 0 | 8 |
Flagstone | Sandstone, Granite, Limestone, Slate or Marble | 4 | 0 | 100 | 0 | 0 | 5.5 |
Silver tile | Silver | 70 | 5 | 100 | 0 | +0.2 | 73 |
Steel tile | Steel | 7 | 1 | 100 | 0 | +0.2 | 16 |
Paved tile | Steel | 2 | 0 | 100 | 0 | 0 | 5 |
Concrete | Steel | 1 | -1 | 100 | 0 | 0 | 2 |
Gold tile | Gold | 70 | 12 | 100 | 0 | +0.2 | 705 |
Smooth stone | Natural Stone Floor | Free | 2 | 100 | 0 | 0 | 8 |
Fine carpet | Cloth | 35 | 4 | 100 | 32 | 0 | 67 |
Fine tile | Sandstone, Granite, Limestone, Slate or Marble | 20 | 3 | 100 | 0 | 0 | 36 |
Rough stone | Natural Stone Floor | 0 | -1 | 87 | 0 | 0 | 0 |
Rough-hewn stone | Semi-natural Stone Floor | 0 | -1 | 93 | 0 | ? | ? |
Verson History
- 0.11.877 - You can now remove floors to reveal the terrain underneath.
See also