Rooms
|
---|
Gameplay Menu | Caravan | Combat | Cover | Drafting | Environment | Events | Factions | Firefighting | Quality | Quests | Research | Rooms | Time | Trade |
A room is a space fully enclosed by impassable objects such as walls, doors (open or closed), vents, natural rock, or coolers. Corners do not need to be filled in order to enclose a room.
General[edit]
A room that's at least 75% roofed is considered indoors. This distinction affects temperature, Deterioration Rate, Work Speed Factor, and pawns' outdoors and indoors needs. [Verify]
An indoor room will remain an indoor room when its doors are open — even when they're held open permanently. Vac barriers also enclose a room despite not being impassable. If a door is destroyed and the room is no longer enclosed, the room will instantly be considered outdoors.
The maximum size of a room is 36 map regions. The equivalent size in tiles varies based on the position and shape of the room, but as reference:
- The maximum area possible per room is 5,184 tiles (72x72).
- An empty 50x50 square room is the largest room that won't have issues with map regions.
- The more complex the shape of a room, the more likely it is to run into problems with map regions.
- Above this size, the area in question will be treated as a non-room indoors space.
Temperature[edit]
Indoor rooms can have a different temperature than the outside. Open doors, open vents, or missing roof tiles will increase the rate at which heat is exchanged with the outdoors. For further information, see the temperature page.
The temperature of an outdoor room will always be identical to the outdoor temperature. If an indoor room has enough roof removed[How much?], or stops being enclosed, it will instantly adopt the outdoor temperature.
Roles[edit]
Room roles are assigned to a room based on the buildings they contain, such as a kitchen when containing an electric stove or a fueled stove. They determine whether a colonist is affected by all, some, or none of the room stats.
Summary[edit]
Certain room roles grant moodlets based on their Impressiveness, which is affected by all four substats. To gain the moodlet, the room must be used by a pawn for the role's associated purpose (i.e., eating at a table for the dining room role or playing billiards for the rec room role). Despite the game displaying only one role, rooms can grant moodlets from multiple roles when used for that role. The moodlets are typically [When not?] applied when a colonist begins said activity in the room, and they last for 24 hours. [Verify]
Buildings associated with hospitals, laboratories, and kitchens make direct use of the Cleanliness stat for their Work Speed Factor.
Some room roles cannot have certain buildings inside without inflicting a mood penalty (i.e., throne rooms and temples
with workstations).
Pawns also have separate needs for Beauty and Space, which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for further details.
Score calculation[edit]
For each room, every room role is given a score based on the buildings inside, and the role with the highest score is the one displayed. In the case of a tie, the earlier roles on the following table take priority.
For the purposes of room role scoring, the following are considered non-baby humanlike beds: ancient bed , bed, bedroll, double bed, double bedroll, double sleeping spot, hospital bed, royal bed, rusted bed
, rusted double bed
, slab bed
, slab double bed
, and sleeping spot.
List of roles[edit]
Label | Mood impact | Related stats | Score calculation logic |
---|---|---|---|
Room | None | None |
|
Bedroom [1] | Yes | Impressiveness |
|
Prison cell [1] | Yes | Impressiveness |
|
Dining room | Yes | Impressiveness |
|
Rec room | Yes | Impressiveness |
|
Hospital | Yes | Impressiveness, Cleanliness |
|
Laboratory [3] | No | Cleanliness |
|
Workshop [3] | No | None |
|
Storeroom | No | None |
|
Barracks [1] | Yes | Impressiveness |
|
Prison barracks [1] | Yes | Impressiveness |
|
Kitchen [3] | No | Cleanliness |
|
Tomb | No | None |
|
Barn | No | None |
|
Throne room ![]() |
No | Impressiveness |
|
Temple ![]() |
No | None |
|
Nursery ![]() |
No | None |
|
Playroom ![]() |
No | None |
|
Classroom ![]() |
No | None |
|
Deathrest chamber ![]() |
Yes | Impressiveness |
|
Containment cell ![]() |
None | None |
|
Ceremonial chamber ![]() |
None | None |
|
Other pieces of furniture not mentioned, such as chairs, are not considered for score calculation.
Stats[edit]
Room stats are values of a room that passively affect both thoughts about the room itself and some events and activities that take place within. These include Impressiveness, which is calculated from four composite stats:
These four base stats are automatically calculated from buildings, flooring, filth, the room's perimeter, and items within the room.
Room stats can be inspected with the "Room Stats Display", which can be toggled on/off in the lower right corner of the screen or via a hotkey.
Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room.
Room stats affect things like:
- Medical treatment quality (from cleanliness)
- Research speed (from cleanliness)
- Food poisoning chance in prepared meals (from cleanliness)
- Mood of the people residing in them, resulting in thoughts like
- "Impressive dining room"
- "Impressive bedroom"
- "Impressive barrack"
- "Impressive rec room"
Related traits:
- Greedy: Unhappy without sufficiently impressive bedroom.
- Jealous: Unhappy if anyone has a noticeably better bedroom.
- Ascetic: Unhappy if room is too impressive. Happy if bedroom is dull or worse.
Impressiveness[edit]
The value for impressiveness is based on the four other room stats (wealth, beauty, spaciousness and cleanliness).
Any mood/thought effects from the room then depend on this impressiveness level, and not on the precise value. The exact impressiveness value (explained below) is rounded down to the nearest whole number (dropping fractions), and a label (or "level") of impressiveness will be given to the room, according to the table below. This level then triggers any relevant mood, positive or negative.
While the output mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will not round down inputs to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 Impressiveness to "Slightly impressive" at 50 Impressiveness directly impacts mood.
The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the relevant section of the Mood page.
Value Description < 20 awful >= 20 and < 30 dull >= 30 and < 40 mediocre >= 40 and < 50 decent >= 50 and < 65 slightly impressive >= 65 and < 85 somewhat impressive >= 85 and < 120 very impressive >= 120 and < 170 extremely impressive >= 170 and < 240 unbelievably impressive >= 240 wondrously impressive
Guidelines[edit]
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:
- Keep all four room stats equally in mind. There is a heavy weighting towards the weakest of the four stats (whichever it is in that room), so if one stat is low compared to the others, that stat will overwhelmingly determine the overall impressiveness of the room. For example, having a masterpiece work of art in a large room (high wealth, space and beauty) is not very effective if the floor is covered in vomit and animal filth (low cleanliness). It is quite difficult to compensate for one low stat by raising the other three.
- Making a particularly small room impressive is difficult. Room size is a limiting factor for Impressiveness. If you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.
- Cleanliness matters. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to cleanliness changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major mood changes. Make sure that the room is not too close to a level threshold, and keep it clean.
- Do not go overboard. There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*
- (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect mood. Beauty, among others, has its own value.)
Formula[edit]
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value impressiveness.
The calculation is done in several steps:
- Scale the input values individually, so that typical in-game stats end up in a range of single digit values.
- Attenuate those values further by applying a logarithm function.
- Combine the results into an impressiveness score, using a weighted summation.
- Apply another attenuation function to the result depending on the space in the room.
Base values[edit]
Firstly, all four "raw" stats are scaled individually by applying a factor, deriving the base contribution for each stat:
- Wb = wealth ÷ 1500
- Bb = beauty ÷ 3
- Sb = space ÷ 125
- Cb = 1 + (cleanliness ÷ 2.5)
Modified values[edit]
These base values are now modified if they lie outside the range (−1, 1), by applying the natural logarithm as follows:
m = 1 + ln(b) (if b > 1) m = [1 + ln(−b)] × −1 (if b < −1)
(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).
Impressiveness score[edit]
These modified values are then combined to give the impressiveness score as follows.
Take a weighted sum of the average of the values and the smallest of the values:
I = (65 × (Wm + Bm + Sm + Cm) ÷ 4) + (35 × min(Wm, Bm, Sm, Cm))
This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.
As a final step we compare this impressiveness value to the spaciousness of the room:
S' = 500 × Sm If I > S', then I' = 0.25 × I + 0.75 × S' else I' = I (no change)
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness.
Diminishing returns from room stats[edit]
Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving "fair" (ie. linear) returns:
- Wealth above 1,500
- Beauty above 3
- Cleanliness above 0 (i.e. when using any cleanliness enhancers)
- Space above 125
If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.
Furthermore observe that the factors (i.e.. modified values) for wealth and beauty will often be well above 1, but cleanliness and space usually lower than 1. Unless the room is "very spacious", or close to it, the decisive factor will thus be space, then cleanliness. This makes sense intuitively, since we usually associate "impressive rooms" with being very spacious.
Example[edit]
Start with a room with a wealth of 3000, space of 25, cleanliness of 0, beauty of 3.
- Wb = 3000 ÷ 1500 = 2
- Bb = 3 ÷ 3 = 1
- Sb = 25 ÷ 125 = 0.2
- Cb = 1 + (0 ÷ 2.5) = 1
The modified values are:
- Wm = 1 + ln(Wb) = 1 + ln(2) = 1.69
- Bm = 1 + ln(Bb) = 1
- Sm = 1 + ln(Sb) = 1 + ln(0.2) = -0.61
- Cm = 1 + ln(Cb) = 1
From the above numbers, we can calculate the base Impressiveness
- I = (65 × (1.69 + 1 + -0.61 + 1) ÷ 4) + (35 × min(1.69, 1, -0.61, 1))
- I = (65 × 3.08 ÷ 4) + (35 × -0.61)
- I = 28.7
Now, 500 × Sm < I (-305 < 28.7). Therefore, the reported Impressiveness of the room is 28.7.
If we were to triple the wealth of the above room, our Wm would become 2.79 (~65% increase). Our new Impressiveness would be:
- I = (65 × (2.79 + 1 + -0.61 + 1) ÷ 4) + (35 × min(1.69, 1, -0.61, 1))
- I = 46.58
As the space remained unchanged, the reported Impressiveness of the room is 46.58. This
If we were to increase the space by 10 units instead, Sm becomes -0.27. Our new Impressiveness would be:
- I = (65 × (1.69 + 1 + -0.27 + 1) ÷ 4) + (35 × min(1.69, 1, -0.27, 1))
- I = 45.97
Wealth[edit]
This is the sum of the Market Value of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of power conduits in walls is also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.
Value | Description |
---|---|
< 500 | impoverished |
>= 500 and < 700 | somewhat poor |
>= 700 and < 2000 | mediocre |
>= 2000 and < 4000 | somewhat rich |
>= 4000 and < 10000 | rich |
>= 10000 and < 40000 | luxurious |
>= 40000 and < 100000 | very luxurious |
>= 100000 and < 1000000 | extremely luxurious |
>= 1000000 | unbelievably luxurious |
Beauty[edit]
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence.
Room beauty is calculated as:
TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell) WeightedSize = size if (size > 40) else (20 + size / 2) RoomBeauty = TotalBeauty / WeightedSize
This means that all rooms with less than 40 internal space will have their beauty penalised.
Value | Description |
---|---|
< -3.5 | hideous |
>= -3.5 and < 0 | ugly |
>= 0 and < 2.4 | neutral |
>= 2.4 and < 5 | pretty |
>= 5 and < 15 | beautiful |
>= 15 and < 50 | very beautiful |
>= 50 and < 100 | extremely beautiful |
>= 100 | unbelievably beautiful |
Space[edit]
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.
Value | Description | typical size* |
---|---|---|
< 12.5 | cramped | 3x4 or smaller* |
>= 12.5 and < 29 | rather tight | 3x6, 4x5* |
>= 29 and < 55 | average-sized | 4x7, 5x6* |
>= 55 and < 70 | somewhat spacious | |
>= 70 and < 130 | quite spacious | |
>= 130 and < 349.5 | very spacious | |
>= 349.5 | extremely spacious |
- (* These are "safe" approximations; as described, the items placed in the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is "free") in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, "rather tight".)
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's space need.
Cleanliness[edit]
This stat affects Surgery Success Chance, research speed, the chance that cooked meals will cause food poisoning, and gene Assembly Speed Factor. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of any filth, and the cleanliness value of some furniture such as the butcher table and the stonecutter's table. Note that the type of floor under a door doesn't count for Cleanliness, but filth under a door does count.
Room Cleanliness Description < -1.1 very dirty >= -1.1 and < -0.4 dirty >= -0.4 and < -0.05 slightly dirty >= -0.05 and < 0.4 clean >= 0.4 sterile
Surface Cleanliness
ValueVoid metal 1 Sterile tile floor 0.6 Steel, Silver or Gold floor 0.2 Bioferrite plate 0.2 all other constructed flooring; Bridges 0 Natural stone (rough or smoothed) 0 Straw matting -0.1 all other natural surfaces (soil, gravel, etc.) -1 Marsh, Marshy soil, Mud, Broken asphalt -2 Chunks -2 Flesh -3 Dirt, rubble, all other filth -5 Blood -10 Insect blood, vomit, fuel puddle -15 Corpsebile -20
Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".
The beauty value is not equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The beauty value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.
Test[edit]
The following content is the result of a study on the Effect of filth over sterile rooms. Results are raw observations, take with caution:
Effect of filth over sterile rooms Size m^2 Measurements Dirt beauty Cleanliness
ValueCleanliness
Value Difference1 1*1 -15 -4.40/0.60 -5 25 5*5 -15 0.40/0.60 -0.20 50 5*10 -15 0.50/0.60 -0.10 100 10*10 -15 0.55/0.60 -0.05
Spilling behavior (observed in hospital):
- When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
Spilling test:
- Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool".
- Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
Observation:
- Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will.
After further observations:
- This mechanism works with any type of filth. Stacking them with the same type of filth does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
- Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile.
Stacking of dirt and filth test
- Method: 5*5 room, stacking as much filth as possible over all tiles.
- Adding blood (-30) from Spilling test.
- Adding fire foam (-25) using dev tools.
- getting rid of the floor (-1).
- Adding vomit (-41).
- Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).
- insect fluids have not been tested.
- Results:
- From the given results it seems that the tiles can not have a beauty value past -107.
- It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
- Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
Observation: During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
Beauty values by type of filth (sample) : Filth Beauty (outdoor) Beauty (indoor) blood -8 to -10 -15 to -30 dirt -4 to -5 -15 vomit -11 to -13 -40 fire foam -8 -25 item on floor -6 to -7 -6 to -7 meat on floor -20 -20 chunk -20 -20 soil -1 -1 mud -2 -2
As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor).
Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.
Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.
Conclusion
- After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
- The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
- The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
- Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower).
- The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
- The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
Map regions[edit]
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial) are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option "Draw Regions".
- Impassable buildings are never part of any map region.
- Impassable non-walls (ex: Ship engine) may create a "red" temporal map region on construction that will be removed once anything else is build/destroyed.
- Impassable terrain creates map regions confined to its extension.
- These regions don't interact with the regular ones, but otherwise follow the stated rules.
- Passable buildings, such as fences and barricades, create map regions along their extension.
- These "fence" regions won't interact with other kinds, but otherwise follow the stated rules.
- Doors have unique behavior
- Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.
- Impassable objects will delete the overlapping section, no interaction otherwise.
- Double tile doors create 2 map regions, 1 for each of its tiles.
- The map regions created by doors don't interact with any other, not even each other.
- Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.
- The grid defining regions is drawn from the bottom-left of the map row by row.
Version history[edit]
- 0.12.906 - Added.
- 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
- Royalty DLC release - Throne room role added.
- Ideology DLC release - Temple room role added.
- 1.3.3072 - Fix: Checking all beds instead of just humanlike ones for room owner.
- 1.4.3523 - Added the storeroom role for rooms with lots of shelves.
- Biotech DLC release - Nursery, playroom, classroom, and deathrest chamber roles added.
- Anomaly DLC release - Containment cell and ceremonial chamber roles added.
- 1.6.4518 - Some production buildings now have a work speed penalty if they are not in the correct room.
Notes[edit]
- ↑ 1.0 1.1 1.2 1.3 This role will have its owners' name added to its name.
- ↑ A pawn's love cluster is all the other pawns that can be linked to the pawn through a chain of romantic relationships.
- ↑ 3.0 3.1 3.2 Work speed penalty of 80% to certain buildings if not placed in the room with the correct role.
- ↑ This role changes to the ideoligion's set temple name.