Difference between revisions of "Floors"

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'''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.  
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'''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. 
  
 
== Effects ==
 
== Effects ==
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{{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 ===
 
 
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]]
 
[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]
=== Beauty of room ===
 
  
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 give an increased [[Beauty]] to a room, and can make bedrooms look nicer for their occupants.
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=== Beauty ===
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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.
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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.
  
 
Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.
 
Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.
  
=== Sanitation / Safety ===
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=== Cleanliness ===
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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.
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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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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}}
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Cleanliness improves the bring better success rates in hospitalized quarters as they help prevent the possibility of infection. 
  
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.
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=== Flammability ===
  
Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the possibility of infection.  Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.
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Non-flammable flooring helps prevent fire advance to its tile.
  
 
=== No plant growth ===
 
=== 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.
  

Revision as of 02:25, 14 September 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu
Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings) Anomaly (Buildings)

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.

Effects

Constructed floors can bring benefits such as increased movement speed, beauty, and cleanliness, as well as preventing wild plants from growing and fire from spreading.

Movement speed

Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. Trees prevent movement altogether, and also prevent roofs 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.

Different flooring (and unfloored areas) in different locations

Beauty

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 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.

Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.

Cleanliness

Flooring is an important factor when calculating a room's 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.

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.[Detail Needed]

Cleanliness improves the bring better success rates in hospitalized quarters as they help prevent the possibility of infection.

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.

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

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.

Comparison table

  • Name Variants Fine Resources per tile Work to Build Beauty Move Speed Modifier Flammability Cleanliness Wealth
    Bridge Ex.png Wood 12 1,500 ticks (25 secs) 0 100% 80% 0 100% 100% 20
    Burned floor Carpet, Fine carpetContent added by the Royalty DLC, Straw matting, Wood Ex.png -6 93% 0% 0 0
    Burned floor Carpet, Straw matting, Wood floor Ex.png Any Carpet/Straw matting/Wood floor -6 93% 0% 0 100% 100% 0
    Carpet 63 colors Ex.png Cloth 7 800 ticks (13.33 secs) 2 100% 32% 0 200% 100% 13
    Concrete Ex.png Steel 1 100 ticks (1.67 secs) -1 100% 0% 0 80% 100% 2.3
    Flagstone Limestone, Marble, Granite, Sandstone, Slate Ex.png Stuff 4 (Stony) 500 ticks (8.33 secs) 0 100% 0% 0 80% 100% 5.5
    Gold tile Check.png Gold 70 800 ticks (13.33 secs) 11 100% 0% 0.2 60% 100% 705
    Paved tile Ex.png Steel 2 300 ticks (5 secs) 0 100% 0% 0 80% 100% 4.9
    Silver tile Check.png Silver 70 800 ticks (13.33 secs) 4 100% 0% 0.2 60% 100% 73
    Smooth stone Limestone, Marble, Granite, Sandstone, Slate Ex.png Rough stone/
    Rough-hewn stone
    2,800 ticks (46.67 secs) 2 100% 0% 0 100% 100% 8
    Steel tile Ex.png Steel 7 800 ticks (13.33 secs) 0 100% 0% 0.2 60% 100% 16
    Sterile tile Ex.png Steel 3 +  Silver 12 1,600 ticks (26.67 secs) -1 100% 0% 0.6 60% 100% 24
    Stone tile Limestone, Marble, Granite, Sandstone, Slate Ex.png Stuff 4 (Stony) 1,100 ticks (18.33 secs) 1 100% 0% 0 80% 100% 8
    Straw matting Ex.png Hay 2 120 ticks (2 secs) -1 93% 150% -0.1 100% 5% 1.6
    Wood floor Ex.png Wood 3 85 ticks (1.42 secs) 0 100% 22% 0 100% 100% 3.9
    Bioferrite plate Content added by the Anomaly DLC Ex.png Bioferrite 4 840 ticks (14 secs) -2 100% 15% 0 60% 100% 5.5
    Fungal gravel Content added by the Ideology DLC Ex.png Overhead mountain 1,000 ticks (16.67 secs) -1 87% 0% -1 100% 100% 0
    Hex carpet Content added by the Ideology DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Hex tile Content added by the Ideology DLC Check.png Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 60% 100% 41
    Mindbend carpet Content added by the Ideology DLC Diamond, Purple, Green, Blue, Yellow Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Morbid carpet Content added by the Ideology DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Morbid stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Spikecore plates Content added by the Ideology DLC Check.png Steel 12 5,000 ticks (1.39 mins) 3 100% 0% 0 60% 100% 41
    Spikecore stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Totemic boards Content added by the Ideology DLC Check.png Wood 20 5,000 ticks (1.39 mins) 3 100% 22% 0 100% 100% 42
    Totemic stone tile Content added by the Ideology DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
    Fine carpet Content added by the Royalty DLC 63 colors Check.png Cloth 35 4,000 ticks (1.11 mins) 4 100% 32% 0 200% 100% 67
    Fine stone tile Content added by the Royalty DLC Limestone, Marble, Granite, Sandstone, Slate Check.png Stuff 20 (Stony) 5,000 ticks (1.39 mins) 3 100% 0% 0 80% 100% 36
  • Verson History

    • 0.11.877 - You can now remove floors to reveal the terrain underneath.

    See also