Morbid stone tile

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Morbid stone tile

Morbid stone tile

Fine stone tiles in a morbid style.

Base Stats

Type
Floor
Market Value
36 Silver
Beauty
3
Style Dominance
Morbid 1
Flammability
0%

Building

Size
1 × 1
Placeable
True
Cleaning Time Multiplier
80%
Filth Multiplier
100%
Move Speed Factor
100%

Creation

Required Research
Stonecutting
Skill Required
Construction 6
Work To Make
5,000 ticks (1.39 mins)
Stuff Tags
Stony
Resources to make
Stuff 20
Deconstruct yield
Stuff 10

Morbid stone tile is a type of floor added by the Ideology DLC. It can be constructed with a choice of Sandstone, Granite, Limestone, Slate or Marble. All types of morbid stone tile have the same stats and texture, but differ in color.

While extremely work and resource intensive, it has a very high beauty rating and, for users of the Royalty DLC, is considered fine floor as needed to meet the room requirements of high-ranking nobility.

Except for ideological style, it is almost statistically identical to fine stone tile Content added by the Royalty DLC and the other two ideological variants; spikecore and totemic stone tile.

Acquisition[edit]

Morbid stone tiles of any type can be constructed once the Stonecutting research project has been completed. Each tile requires Stuff 20 Stuff (Stony), 5,000 ticks (1.39 mins) of work, and a Construction skill of 6.

Analysis[edit]

There are two primary use cases for morbid stone tile, namely fine flooring for meeting the room requirements of nobles Content added by the Royalty DLC, and general flooring.

Fine flooring[edit]

The ideologically styled stone tiles, morbid, spikecore and totemic, are largely identical to the base fine stone tile. The only difference is that they have a style dominance value and associated style. Thus, the choice of which to use is mostly limited to aesthetics and whether the ideoligions in your colony care about seeing their own styles, or in the case of multi-ideoligion colonies, whether they care about seeing that of other ideoligions. If there is incentive to use the ideological tiles, do so, if there is incentive not to, fine stone tiles are always a safe choice.

These tiles require more work to construct than fine carpets Content added by the Royalty DLC, both in their actual work to build and the work needed to get the required resources, and have beauty of 3 rather than 4. However, they are not flammable unlike fine carpets, and add almost half as much wealth to the colony. Besides these considerations, they are largely interchangeable.

In comparison to the other fine floors, namely gold and silver tile there is more interplay. Gold tiles are exceptionally expensive and their effect on colony wealth bears this out, but they also provide a phenomenal beauty rating of +11. They are also relatively quick to lay. The practicality of gold tile is limited however, due to their cost and the comparative ease of using sculptures to improve room beauty.

Silver tiles are surprisingly competitive with fine stone tiles - with higher beauty, a cleanliness bonus, the high availability of silver and only requiring a construction skill of 3. This means they're easier to make impressive rooms out of, and to keep them impressive when they inevitably get filthy. Silver tiles are just over twice as expensive, but the work saved in the stone cutting and build time required for fine stone tiles could likely pay for the difference in pawn-hours spent by using the time saved on other profitable tasks. The effect on colony wealth may be relevant to some players however. Thus, silver tile is a strong competitor to fine stone tiles for many colonies.

General flooring[edit]

Compared to other floors, they are quite beautiful, but work and resource intensive. It is a good way to train construction skill as, besides failure, there is no penalty for low skill constructors, and it is an easy-to-defend way to improve area beauty as it cannot typically be destroyed without player intervention. However, their practical use as actual flooring is limited outside of player preference. It is considerably more efficient and significantly less work to construct sculptures to improve room beauty in most circumstances.

There may be some merit to their use in defensive areas, such as killboxes, where non-flammability is important, where more beauty will improve the mood of colonists in combat and help prevent mental breaks occurring at inopportune times, but where sculptures would be at risk of destruction.

Version history[edit]