Editing Floors
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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]]. | 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 | + | === Cleaning Time === |
− | + | ||
− | Different floors take different amounts of time to clean ranging from 60% to 200%. | + | Different floors take different amounts of time to clean ranging from 60% to 200%. Most stone tile floors have a cleaning time of 80%. Carpet and fine carpets have the longest cleaning time at 200% with the fastest being steel, gold, silver, and sterile tiles at 60%. |
=== Flammability === | === Flammability === | ||
+ | |||
Non-flammable flooring helps prevent fire advance to its tile. | Non-flammable flooring helps prevent fire advance to its tile. | ||
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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 | + | === 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]], | + | 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. |
− | == Comparison table == | + | == Comparison table == |
+ | {{recode|section=1|reason=Cleaning time multiplier - may need to be added to infobox main and made into a page property}} | ||
{{For|naturally generated surfaces|Terrain}} | {{For|naturally generated surfaces|Terrain}} | ||
<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 | + | ! 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" | Wealth |
|- | |- | ||
{{Floor Table Row|?Name=Bridge}} | {{Floor Table Row|?Name=Bridge}} | ||
|- | |- | ||
+ | ! style="text-align:left" | [[Burned floor]] | ||
+ | | Carpet, Fine carpet{{RoyaltyIcon}}, Straw matting, Wood || {{Cross}} || – || – || -6 || 93% || 0% || 0 || 0 | ||
{{#ask: [[Type::Floor]] [[Name::!Rough stone]] [[Name::!Rough-hewn stone]] | {{#ask: [[Type::Floor]] [[Name::!Rough stone]] [[Name::!Rough-hewn stone]] | ||
| named args = yes | | named args = yes |