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== Generation == | == Generation == | ||
− | Several types of filth may stack on the same tile at the same time, with cumulative beauty effects. | + | Filth is most frequently a problem on '''hard floors''' like [[concrete]], [[wood floor]], or [[rough stone]]. These hard floor-types accumulate dirt from pawns much faster than natural terrain, like soil or sand. Several types of filth may stack on the same tile at the same time, with cumulative beauty effects. |
− | + | Some types of filth like '''"foot-traffic"''' dirt and colonists' '''trash''' are passively emitted periodically. An animal's [[Filth Rate]] determines how often it spontaneously produces '''animal filth''' on hard floors. In general, large animals produce a lot of animal filth and should thus be kept off of hard floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal to or lower than humans. | |
+ | [[Straw matting]] can be used to absorb some animal filth, but it is highly flammable. | ||
− | + | When a pawn is moving from terrain to floors, there is a chance for a pawn to track filth along their path for some number of tiles.{{Check Tag|Detail needed|What filth, what chance, how many tiles. Also add detail to Floors page}} | |
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== Interactions == | == Interactions == |