Difference between revisions of "Filth"

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(→‎Summary Table: Added a new Filth type, Pod slime. This is created in the tile that a pawn exits a Biosculpter pod from. Also added the outdoor beauty penalty from the Water puddle Filth type from the Waterskip psycast.)
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! style="text-align:left; padding-left: 6px;" | Slime
 
! style="text-align:left; padding-left: 6px;" | Slime
 
| Found after opening a cryptosleep casket or during infestations || -25 ||  -8 || -5 || {{check}} || {{check}} || 70 || 35 - 40 ||
 
| Found after opening a cryptosleep casket or during infestations || -25 ||  -8 || -5 || {{check}} || {{check}} || 70 || 35 - 40 ||
 +
|- id = "Pod slime"
 +
! style="text-align:left; padding-left: 6px;" | Pod slime
 +
| Produced from a completed or rejected cycle in a [[Biosculpter pod]]{{IdeologyIcon}} || -30 ||  -9 || -4 || {{check}} || {{check}} || 70 || 35 - 40 ||
 
|- id = "Trash"
 
|- id = "Trash"
 
! style="text-align:left; padding-left: 6px;" | Trash
 
! style="text-align:left; padding-left: 6px;" | Trash
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|- id = "Water puddle"
 
|- id = "Water puddle"
 
! style="text-align:left; padding-left: 6px;" | Water puddle
 
! style="text-align:left; padding-left: 6px;" | Water puddle
| Produced by [[psycast#Waterskip|Waterskip]] psycast{{RoyaltyIcon}}  || -10 || ? || -5 || {{check}} || {{cross}} || 30 || 0.2 - 0.4 || Prevents fire from igniting.
+
| Produced by [[psycast#Waterskip|Waterskip]] psycast{{RoyaltyIcon}}  || -10 || -3 || -5 || {{check}} || {{cross}} || 30 || 0.2 - 0.4 || Prevents fire from igniting.
 
|}
 
|}
  

Revision as of 00:29, 16 August 2022

Filth is something on the ground that has negative beauty. It is most commonly simply "dirt", but can be much more unpleasant substances as well.

Filth is removed by colonists assigned to Cleaning. Only filth in the Home area will be cleaned, anything outside the area will be ignored. Note that a home area is automatically created when placing buildings, structures or zones, and is not automatically removed when a structure or zone is removed, so players may wish to reduce or limit some of their overall "home" areas.*

(* This can be done via the Architect/Zone menu. A player can also toggle the addition of these automatic Home zones on/off, via the icons in the extreme lower right corner of the screen.)

Note that raw dirt will not collect mere "dirt" from foot traffic, and therefore may remain cleaner (if still not very clean) than a constructed floor that is effected by multiple dirty tiles. If introduced and not cleaned up, other substances can and will effect a dirt floor, adding to the total filth.

Summary Table

Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.

The effect of filth on outdoors beauty is 30% of the effect indoors.

Name Source Beauty (indoors) Beauty (outdoors) Cleanliness Trackable Washes away Work to clean Days to disappear Notes
Amniotic fluid Fluid produced when an animal gives birth -30 -9 -5 Check.png Check.png 70 35 - 40
Ash Produced after flammables catch fire. -20 -7 -5 Check.png Ex.png 70 10 - 15
Animal filth Produced by animals when walking on constructed floors -15 -4 -5 Check.png Check.png 35 45 - 50
Blood From a bleeding human or animal -30 -9 -10 Check.png Check.png 70 35 - 40
Bugblood From a bleeding insectoid -40 -12 -15 Check.png Check.png 80 35 - 40
Building rubble Debris created by collapsed structures -15 -4 -5 Ex.png Ex.png 35 45 - 50
Chemfuel puddle Flammable puddles created by incendiary weapons. -10 -3 -15 Check.png Check.png 70 35 - 40 It can be lit on fire, and despawns on its own. 150HP and 2.0 Flammability
Corpse bile From a rotting corpse -50 -15 -20 Check.png Check.png 80 35 - 40
Dirt Produced by humans when walking on constructed floors or rough stone after dirt -15 -4 -5 Check.png Check.png 35 45 - 50
Firefoam Fireproof foam from a firefoam popper -25 -8 -5 Ex.png Check.png 100 5 - 10 Prevents fire from igniting.
Hair Produced by changing hair at a Styling stationContent added by the Ideology DLC -10 ? -5 Ex.png Ex.png 35 30 - 40
Rock rubble Debris created by digging into mineral rocks -15 -4 -5 Ex.png Ex.png 35 45 - 50
Sand Produced by pawns when walking on constructed floors or rough stone after sand -15 -4 -5 Check.png Ex.png 35 45 - 50
Scattered sandbags Remnants from damaged or destroyed sandbags -15 -4 -5 Ex.png Ex.png 35 45 - 50
Scattered slag Spawned by crashed ships -15 -4 -5 Ex.png Ex.png 35 45 - 50
Slime Found after opening a cryptosleep casket or during infestations -25 -8 -5 Check.png Check.png 70 35 - 40
Pod slime Produced from a completed or rejected cycle in a Biosculpter podContent added by the Ideology DLC -30 -9 -4 Check.png Check.png 70 35 - 40
Trash Produced by humans when walking on constructed floors -15 -4 -5 Check.png Ex.png 35 45 - 50
Machine bits Produced from completing the "Shred Mechanoid" bill -10 ? -5 Ex.png Ex.png 35 45 - 50
Vomit Vomit from a human or animal -40 -12 -15 Check.png Check.png 70 35 - 40
Water puddle Produced by Waterskip psycastContent added by the Royalty DLC -10 -3 -5 Check.png Ex.png 30 0.2 - 0.4 Prevents fire from igniting.

Version history

  • 1.1.0 - Ashes from burned plants and buildings now survive rain and disappear after 10-15 days. They’re also visually larger.
  • 1.2.2753 - Dirt now washes away in rain.
  • 1.3.3066 - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them.