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[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]
'''Floors''' are a type of construction that cover the natural [[terrain]] with an artificial surface. Floors do not prevent other constructions to be built on top of them. There are many types of floor, with different resource costs, flammabilities, beauties, cleanlinesses, and other effects. 
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'''Floors''' are a type of constructions which cover the natural [[terrain]] with an artificial surface, and allow other constructions to be built on top of them.  
 
 
 
== Effects ==
 
== Effects ==
{{Rewrite|section=1|reason=Tone, detail, cleanup and expansion - bring information around to mechanical effects (e.g. Cleanliness good because directly affects impressiveness/research speed etc). Potential split needed - Summary (effects of flooring) and analysis (Selection and strategies) per Format Standard}}
 
 
Constructed floors can bring benefits such as increased movement speed, [[beauty]], and [[Room_stats#Cleanliness|cleanliness]], as well as preventing wild [[plants]] from growing and [[fire]] from spreading.
 
Constructed floors can bring benefits such as increased movement speed, [[beauty]], and [[Room_stats#Cleanliness|cleanliness]], as well as preventing wild [[plants]] from growing and [[fire]] from spreading.
  
 
=== Movement speed ===
 
=== Movement speed ===
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Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. [[Tree]]s prevent movement altogether, and also prevent [[roof]]s 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.
 
Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. [[Tree]]s prevent movement altogether, and also prevent [[roof]]s 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.
[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]
 
  
=== Beauty ===
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=== Beauty of room ===
Colonists are affected by the beauty of the surrounding flooring in two ways - directly, by the [[Beauty]] status level, and indirectly, by the effect of beauty on the impressiveness of some [[Room roles|room types]]. Colonists have mood effects from the beauty of their direct surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. See the [[Beauty]] page for further details.
 
  
The total beauty of a room also affects its impressiveness, which contributes to the mood benefit of rooms such as bedrooms, dining rooms, rec rooms, and hospitals. See the [[Room stats]] page for further details.
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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.
  
Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.
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=== Sanitation / Safety ===
  
=== Cleanliness ===
 
 
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
 
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
  
This is done in two ways. First, it covers up the existing [[terrain]] which almost always has a cleanliness penalty, and prevents that penalty from applying to the room. Second some floor types have a cleanliness bonus which further improves the cleanliness.  
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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.
  
Flooring rooms and areas surrounding rooms where cleanliness is important prevents [[filth]] being tracked from the terrain there into the clean room as will happen for the first ?? tiles after transitioning from dirt to flooring.{{Check Tag|Detail Needed|How many tiles? Also add to Filth page}} Non-[[straw matting]] floors will not prevent the creation of filth from other sources however, such as that created by animals, but may ameliorate the loss through their other increases to cleanliness.
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=== No plant growth ===
 
 
Cleanliness improves success rates in hospitals as they help prevent the possibility of infection. It also affects [[research speed]] and the chance for food to cause [[food poisoning]].
 
 
 
=== Cleaning time ===
 
{{See also|Filth}}
 
Different floors take different amounts of time to clean ranging from 60% to 200%. While most metal floors are cleaned at 60% of the usual time, floors made out of stone blocks and the other metal floors take 80% of the time. All types of carpet have the longest cleaning time at 200% with the remaining floors at 100%.
 
  
=== Flammability ===
 
Non-flammable flooring helps prevent fire advance to its tile.
 
 
=== 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.
 
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.
 
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 ===
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=== 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.
 
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 floors return, on average, half of the resources spent at construction when removed. This can be a useful source of materials when raiding settlements or temporary camps, or simply a way to recycle unneeded floors in your own colony. Notable exceptions include [[flagstone]], [[burned floors]] and smoothed floors.
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Most (but not all<sup>(which?)</sup>) floors types return back, on average, half of the resources spent at construction, which can be useful when raiding settlements or temporary camps.
 
 
== Comparison table ==
 
{{For|naturally generated surfaces|Terrain}}
 
  
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== Types of Flooring ==
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{{For|the naturally generated surfaces|Terrain}}
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There are several different types of flooring available, with each requiring specific resources to construct each tile.
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
! Name !! Variants !! [[Fine floor|Fine]] !! Resources per tile !! data-sort-type="number" |  Work to Build || data-sort-type="number" | Beauty !! data-sort-type="number" | Move Speed Modifier !! data-sort-type="number" | Flammability !! data-sort-type="number" | Cleanliness !! data-sort-type="number" | Cleaning Time Multiplier  !! data-sort-type="number" | Filth Multiplier !! data-sort-type="number" | Wealth
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! Name !! Variants !! Resources Per Square !! data-sort-type="number" |  Work to Build || data-sort-type="number" | Beauty !! data-sort-type="number" | Move Speed Modifier !! data-sort-type="number" | Flammability !! data-sort-type="number" | Cleanliness !! data-sort-type="number" | Wealth
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|-
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! [[Wood floor]]
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| – || {{Required Resources|Wood floor|simple=1}} || {{ticks|{{Q|Wood floor|Work To Make}}}} || {{Q|Wood floor|Beauty}} || {{#expr: 100 * {{Q|Wood floor|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Wood floor|Flammability Base}}}}% || {{Q|Wood floor|Cleanliness|0}} || {{Q|Wood floor|Market Value Base}}
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|-
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! Burned wood floor
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| – || Wood floor || – || -6 || ? || 0% || ? || ?
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|-
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! [[Carpets|Carpet]]
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| Cream, Dark, Blue, Green, Red || {{Required Resources|Carpet|simple=1}} || {{ticks|{{Q|Carpet|Work To Make}}}} || {{Q|Carpet|Beauty}} || {{#expr: 100 * {{Q|Carpet|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Carpet|Flammability Base}}}}% || {{Q|Carpet|Cleanliness|0}} || {{Q|Carpet|Market Value Base}}
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|-
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! Burned carpet
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| – || Carpet/Fine carpet || – || -6 || ? || 0% || ? || ?
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|-
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! [[Sterile tile]]
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| – || {{Required Resources|Sterile tile|sep=&nbsp;+&nbsp;|simple=1}} || {{ticks|{{Q|Sterile tile|Work To Make}}}} || {{Q|Sterile tile|Beauty}} || {{#expr: 100 * {{Q|Sterile tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Sterile tile|Flammability Base}}}}% || {{Q|Sterile tile|Cleanliness|0}} || {{Q|Sterile tile|Market Value Base}}
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|-
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! [[Stone tile]]
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| Limestone, Marble, Granite, Sandstone, Slate || {{Required Resources|Stone tile|simple=1}} || {{ticks|{{Q|Stone tile |Work To Make}}}} || {{Q|Stone tile|Beauty}} || {{#expr: 100 * {{Q|Stone tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Stone tile|Flammability Base}}}}% || {{Q|Stone tile|Cleanliness|0}} || {{Q|Stone tile|Market Value Base}}
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|-
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! [[Flagstone]]
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| Limestone, Marble, Granite, Sandstone, Slate || {{Required Resources|Flagstone|simple=1}} ||{{ticks|{{Q| Flagstone|Work To Make}}}} || {{Q|Flagstone|Beauty}} || {{#expr: 100 * {{Q|Flagstone|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Flagstone|Flammability Base}}}}% || {{Q|Flagstone|Cleanliness|0}} || {{Q|Flagstone|Market Value Base}}
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|-
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! [[Silver tile]]
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| – || {{Required Resources|Silver tile|simple=1}} || {{ticks|{{Q|Silver tile|Work To Make}}}} || {{Q|Silver tile|Beauty}} || {{#expr: 100 * {{Q|Silver tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Silver tile|Flammability Base}}}}% || {{Q|Silver tile|Cleanliness|0}} || {{Q|Silver tile|Market Value Base}}
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|-
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! [[Steel tile]]
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| – || {{Required Resources|Steel tile|simple=1}} || {{ticks|{{Q|Steel tile|Work To Make}}}} ||{{Q|Steel tile|Beauty}} || {{#expr: 100 * {{Q|Steel tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Steel tile|Flammability Base}}}}% || {{Q|Steel tile|Cleanliness|0}} || {{Q|Steel tile|Market Value Base}}
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|-
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! [[Paved tile]]
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| – || {{Required Resources|Paved tile|simple=1}} || {{ticks|{{Q|Paved tile|Work To Make}}}} || {{Q|Paved tile|Beauty}} || {{#expr: 100 * {{Q|Paved tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Paved tile|Flammability Base}}}}% || {{Q|Paved tile|Cleanliness|0}} || {{Q|Paved tile|Market Value Base}}
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|-
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! [[Concrete]]
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| – || {{Required Resources|Concrete|simple=1}} || {{ticks|{{Q| Concrete|Work To Make}}}} ||{{Q|Concrete|Beauty}} || {{#expr:100*{{Q|Concrete|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Concrete|Flammability Base}}}}% || {{Q|Concrete|Cleanliness|0}} || {{Q|Concrete|Market Value Base}}
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|-
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! [[Gold tile]]
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| – || {{Required Resources|Gold tile|simple=1}} || {{ticks|{{Q| Gold tile|Work To Make}}}} ||{{Q|Gold tile|Beauty}} || {{#expr: 100 * {{Q|Gold tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Gold tile|Flammability Base}}}}%|| {{Q|Gold tile|Cleanliness|0}} || {{Q|Gold tile|Market Value Base}}
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|-
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! [[Straw matting]]
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| – || {{Required Resources|Straw matting|simple=1}} || {{ticks|{{Q|Straw matting|Work To Make}}}} ||{{Q|Straw matting|Beauty}} || {{#expr: 100 * {{Q|Straw matting|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Straw matting|Flammability Base}}}}% || {{Q|Straw matting|Cleanliness|0}} || {{Q|Straw matting|Market Value Base}}
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|-
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! Burned straw matting
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| – || Straw matting || – || -6 || 93% || 0% || ? || ?
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|-
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! [[Rough-hewn stone]]
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| Limestone, Marble, Granite, Sandstone, Slate || Mountain tile || – || {{Q|Rough-hewn stone|Beauty}} || {{#expr: 100 * {{Q|Rough-hewn stone|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Rough-hewn stone|Flammability Base}}}}% || {{Q|Rough-hewn stone|Cleanliness|0}} || ?
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|-
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! [[Smooth stone]]
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| Limestone, Marble, Granite, Sandstone, Slate || Rough stone/<br>Rough-hewn stone || {{ticks|{{Q|Smooth stone|Work To Make}}}} || {{Q|Smooth stone|Beauty}} || {{#expr: 100 * {{Q|Smooth stone|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Smooth stone|Flammability Base}}}}% || {{Q|Smooth stone|Cleanliness|0}} || {{Q|Smooth stone|Market Value Base}}
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|-
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! [[Fine carpet]]{{RoyaltyIcon}}
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| Burgundy, Indigo, White || {{Required Resources|Fine carpet|simple=1}} || {{ticks|{{Q|Fine carpet|Work To Make}}}} ||{{Q|Fine carpet|Beauty}} || {{#expr: 100 * {{Q|Fine carpet|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Fine carpet|Flammability Base}}}}% || {{Q|Fine carpet|Cleanliness|0}} || {{Q|Fine carpet|Market Value Base}}
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|-
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! [[Fine stone tile]]{{RoyaltyIcon}}
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| Limestone, Marble, Granite, Sandstone, Slate || {{Required Resources|Fine stone tile|simple=1}} || {{ticks|{{Q|Fine stone tile|Work To Make}}}} || {{Q|Fine stone tile|Beauty}} || {{#expr: 100 * {{Q|Fine stone tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Fine stone tile|Flammability Base}}}}% || {{Q|Fine stone tile|Cleanliness|0}} || {{Q|Fine stone tile|Market Value Base}}
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|-
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! [[Totemic boards]]{{IdeologyIcon}}
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| – || {{Required Resources|Totemic boards|simple=1}} || {{ticks|{{Q|Totemic boards|Work To Make}}}} || {{Q|Totemic boards|Beauty}} || {{#expr: 100 * {{Q|Totemic boards|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Totemic boards|Flammability Base}}}}% || {{Q|Totemic boards|Cleanliness|0}} || {{Q|Totemic boards|Market Value Base}}
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|-
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! [[Totemic stone tile]]{{IdeologyIcon}}
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| Limestone, Marble, Granite, Sandstone, Slate || {{Required Resources|Totemic stone tile|simple=1}} || {{ticks|{{Q|Totemic stone tile|Work To Make}}}} || {{Q|Totemic stone tile|Beauty}} || {{#expr: 100 * {{Q|Totemic stone tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Totemic stone tile|Flammability Base}}}}% || {{Q|Totemic stone tile|Cleanliness|0}} || {{Q|Totemic stone tile|Market Value Base}}
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|-
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! [[Mindbend carpet]]{{IdeologyIcon}}
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| Diamond, Purple, Green, Blue, Yellow || {{Required Resources|Mindbend carpet|simple=1}} || {{ticks|{{Q|Mindbend carpet|Work To Make}}}} || {{Q|Mindbend carpet|Beauty}} || {{#expr: 100 * {{Q|Mindbend carpet|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Mindbend carpet|Flammability Base}}}}% || {{Q|Mindbend carpet|Cleanliness|0}} || {{Q|Mindbend carpet|Market Value Base}}
 
|-
 
|-
{{Floor Table Row|?Name=Bridge}}
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! [[Hex carpet]]{{IdeologyIcon}}
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| Burgundy, Indigo, White || {{Required Resources|Hex carpet|simple=1}} || {{ticks|{{Q|Hex carpet|Work To Make}}}} ||{{Q|Hex carpet|Beauty}} || {{#expr: 100 * {{Q|Hex carpet|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Hex carpet|Flammability Base}}}}% || {{Q|Hex carpet|Cleanliness|0}} || {{Q|Hex carpet|Market Value Base}}
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|-
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! [[Hex tile]]{{IdeologyIcon}}
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| – || {{Required Resources|Hex tile|simple=1}} || {{ticks|{{Q|Hex tile|Work To Make}}}} || {{Q|Hex tile|Beauty}} || {{#expr: 100 * {{Q|Hex tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Hex tile|Flammability Base}}}}% || {{Q|Hex tile|Cleanliness|0}} || {{Q|Hex tile|Market Value Base}}
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|-
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! [[Spikecore plates]]{{IdeologyIcon}}
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| – || {{Required Resources|Spikecore plates|simple=1}} || {{ticks|{{Q|Spikecore plates|Work To Make}}}} || {{Q|Spikecore plates|Beauty}} || {{#expr: 100 * {{Q|Spikecore plates|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Spikecore plates|Flammability Base}}}}% || {{Q|Spikecore plates|Cleanliness|0}} || {{Q|Spikecore plates|Market Value Base}}
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|-
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! [[Spikecore stone tile]]{{IdeologyIcon}}
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| Sandstone, Granite, Limestone, Slate or Marble || {{Required Resources|Spikecore stone tile|simple=1}} || {{ticks|{{Q|Spikecore stone tile|Work To Make}}}} || {{Q|Spikecore stone tile|Beauty}} || {{#expr: 100 * {{Q|Spikecore stone tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Spikecore stone tile|Flammability Base}}}}% || {{Q|Spikecore stone tile|Cleanliness|0}} || {{Q|Spikecore stone tile|Market Value Base}}
 
|-
 
|-
{{#ask: [[Type::Floor]] [[Name::!Rough stone]] [[Name::!Rough-hewn stone]]
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! [[Morbid carpet]]{{IdeologyIcon}}
| named args = yes
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| Burgundy, Indigo, White || {{Required Resources|Morbid carpet|simple=1}} || {{ticks|{{Q|Morbid carpet|Work To Make}}}} ||{{Q|Morbid carpet|Beauty}} || {{#expr: 100 * {{Q|Morbid carpet|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Morbid carpet|Flammability Base}}}}% || {{Q|Morbid carpet|Cleanliness|0}} || {{Q|Morbid carpet|Market Value Base}}
| ?Name = ?Name
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|-
| format = template
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! [[Morbid stone tile]]{{IdeologyIcon}}
| template = Floor Table Row
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| Sandstone, Granite, Limestone, Slate or Marble || {{Required Resources|Morbid stone tile|simple=1}} || {{ticks|{{Q|Morbid stone tile|Work To Make}}}} ||{{Q|Morbid stone tile|Beauty}} || {{#expr: 100 * {{Q|Morbid stone tile|Move Speed Factor}}}}% || {{#expr: 100 * {{Q|Morbid stone tile|Flammability Base}}}}% || {{Q|Morbid stone tile|Cleanliness|0}} || {{Q|Morbid stone tile|Market Value Base}}
| sort = From DLC, Name
 
}}
 
 
|}
 
|}
</li></div>
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</li><div>
  
 
== Verson History==  
 
== Verson History==  
 
* [[Version/0.11.877|0.11.877]] - You can now remove floors to reveal the terrain underneath.
 
* [[Version/0.11.877|0.11.877]] - You can now remove floors to reveal the terrain underneath.
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
 
  
 
==See also==
 
==See also==
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{{nav|floor|wide}}
 
{{nav|floor|wide}}
[[Category:Buildings]]
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[[Category:Floor]]

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