Mindbend carpet
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is suggested to be rewritten. Reason: Needs Summary section and content migrated into it. also needs ideological requirements for crafting (high life?). You can help the RimWorld Wiki by improving it. |
Mindbend carpet
Fine carpet decorated in a mind-bending style often associated with drug use.
Base Stats
- Type
- Floor
- Beauty
- 4
- Style Dominance
- 1
- Flammability
- 32%
Building
- Size
- 1 × 1
- Placeable
- True
- Cleaning Time Multiplier
- 200%
- Filth Multiplier
- 100%
- Move Speed Factor
- 100%
Creation
- Required Research
- Carpet making
- Skill Required
- Construction 6
- Work To Make
- 4,000 ticks (1.11 mins)
Mindbend carpet is a type of floor added by the Ideology DLC. It can be constructed in purple, green, blue, and yellow spirals or in a diamond pattern. All types of mindbend carpet have the same stats and texture, differing only in color and texture.
When mindbend carpet burns it leaves burned carpet behind.
While extremely work and resource intensive, it has a very high beauty rating and, for users of the Royalty DLC, is considered fine floor as needed to meet the room requirements of high-ranking nobility.
Except for ideological style, it is almost statistically identical to fine carpet and the other two ideological variants; hex and morbid carpet.
Acquisition[edit]
Mindbend carpet of any of any type can be constructed once the Carpet making research project has been completed. Each tile requires 35 Cloth, 4,000 ticks (1.11 mins) of work, and a Construction skill of 6.
Analysis[edit]
There are two primary use cases for fine carpets, namely fine flooring for meeting the room requirements of nobles, and general flooring.
Fine flooring[edit]
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
The ideologically styled carpets, morbid, hex, and mindbend, are largely identical to the base fine carpet. The only difference is that they have a style dominance value and associated style. Thus, the choice of which to use is mostly limited to aesthetics and whether the ideoligions in your colony care about seeing their own styles, or in the case of multi-ideoligion colonies, whether they care about seeing that of other ideoligions. If there is incentive to use the ideological tiles, do so, if there is incentive not to, fine carpets are always a safe choice.
These carpets require less work to construct than fine stone tiles, both in their actual work to build and the work needed to get the required resources, and have beauty of 4 rather than 3. However, they are flammable unlike fine stone tiles, and add more wealth to the colony. Besides these considerations, they are largely interchangable.
In comparison to the other fine floors, namely gold and silver tile there is more interplay. Gold tiles are exceptionally expensive and their effect on colony wealth bears this out, but they also provide a phenomenal beauty rating of +11. They are also relatively quick to lay. The practicality of gold tile is limited however, due to their cost and the comparative ease of using sculptures to improve room beauty.
Silver tiles are surprisingly competitive with fine and ideoligious carpets - with a market value only 6 silver higher, equal beauty, no flammability, a cleanliness bonus, the high availability of silver and only requiring a construction skill of 3. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get filthy. Additionally, the research required for silver tiles, Smithing, is very important and is likely to be unlocked anyway. If the colony is producing its own cloth for carpets, silver tiles are more expensive but if the cloth needs to be bought, then they are directly comparable. Thus, silver tile is a strong competitor to carpet variants for many colonies, even ones with a cloth industry.
General flooring[edit]
Compared to other floors, they are quite beautiful, but work and resource intensive. While its a good way to train construction skill as, besides failure, there is no penalty for low skill constructors, their use as actual flooring is limited outside of player preference. It requires significantly less work to construct sculptures to improve room beauty.
Gallery[edit]
Version history[edit]
- Ideology DLC release - added.
- 1.4.3523 - Cleaning time factor added.
- 1.4.3555 - Cleaning time factor changed from default 100% to 200%.