Floors

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Different flooring (and unfloored areas) in different locations

Floors are a type of constructions which cover the natural terrain with an artificial surface. Floors 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
    Bridge Wood 12 1,500 ticks (25 secs) 0 100% 80% 0 20
    Burned floor Carpet, Fine carpet, Straw matting, Wood -6 93% 0% 0 0
    Carpet Cream, Dark, Blue, Green, Red Cloth 7 800 ticks (13.33 secs) 2 100% 32% 0 13
    Concrete Steel 1 100 ticks (1.67 secs) -1 100% 0% 0 2.3
    Fine carpetContent added by the Royalty DLC Burgundy, Indigo, White Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 67
    Fine stone tileContent added by the Royalty DLC Limestone, Marble, Granite, Sandstone, Slate Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 36
    Flagstone Limestone, Marble, Granite, Sandstone, Slate Stuff 4 (Stony) 500 ticks (8.33 secs) 0 100% 0% 0 5.5
    Fungal gravelContent added by the Royalty DLC 1,000 ticks (16.67 secs) -1 87% 0% -1
    Gold tile Gold 70 800 ticks (13.33 secs) 11 100% 0% 0.2 705
    Hex carpetContent added by the Ideology DLC Burgundy, Indigo, White Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 67
    Hex tileContent added by the Ideology DLC Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 41
    Mindbend carpetContent added by the Ideology DLC Diamond, Purple, Green, Blue, Yellow Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 67
    Morbid carpetContent added by the Ideology DLC Burgundy, Indigo, White Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 67
    Morbid stone tileContent added by the Ideology DLC Sandstone, Granite, Limestone, Slate or Marble Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 36
    Paved tile Steel 2 300 ticks (5 secs) 0 100% 0% 0 4.9
    Silver tile Silver 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 platesContent added by the Ideology DLC Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 41
    Spikecore stone tileContent added by the Ideology DLC Sandstone, Granite, Limestone, Slate or Marble Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 36
    Steel tile Steel 7 800 ticks (13.33 secs) 0 100% 0% 0.2 16
    Sterile tile Steel 3 +  Silver 12 1,600 ticks (26.67 secs) -1 100% 0% 0.6 24
    Stone tile Limestone, Marble, Granite, Sandstone, Slate Stuff 4 (Stony) 1,100 ticks (18.33 secs) 1 100% 0% 0 8
    Straw matting Hay 2 120 ticks (2 secs) -1 93% 150% -0.1 1.6
    Totemic boardsContent added by the Ideology DLC Wood 20 5,000 ticks (1.39 mins) 3 100% 22% 0 42
    Totemic stone tileContent added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 36
    Wood floor Wood 3 85 ticks (1.42 secs) 0 100% 22% 0 3.9
  • Verson History

    • 0.11.877 - You can now remove floors to reveal the terrain underneath.

    See also