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− | A '''room''' is an enclosed space | + | A '''room''' is an enclosed space. |
== General == | == General == | ||
− | Rooms | + | Rooms are fully enclosed spaces, with impassible objects like [[wall]]s, [[door]]s, natural rock, and [[cooler]]s. Corners do not need to be filled in order to enclose a room. |
− | Rooms must be at least 75% [[roof]]ed in order to alter their [[temperature]] | + | Rooms must be at least 75% [[roof]]ed in order to alter their [[temperature]]. Rooms without enough roof, or rooms that are no longer enclosed, will be considered outdoors for temperature, and will ''instantly'' become the outdoors temperature. Rooms with an open door or [[vent]] are still considered indoors - they'll leak heat faster, but their temperature can still be changed. |
− | Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the [[ | + | Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the [[Outdoors]] and [[Indoors]] needs. |
== Stats == | == Stats == | ||
− | [[File: | + | [[File:quality_preview.png|300px|right]]'''Room stats''' are automatically calculated values of a room that passively affect thoughts about and events in the room. Room stats can be inspected with the "Room Stats Display", which can be toggled on/off in the lower right corner of the screen. |
− | '''Room stats''' are values of a room that passively affect | + | {{TOCright}} |
− | + | Room roles, which also can be inspected with the same tool, determine whether a colonist is affected by all, some or none of the room stats. Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room. | |
− | Room roles, which also can be inspected with the same tool, determine whether a colonist is affected by all, some or none of the room stats. Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room. | ||
Room stats are: | Room stats are: | ||
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* [[Ascetic]]: Unhappy if room is too impressive. Happy if bedroom is dull or worse. | * [[Ascetic]]: Unhappy if room is too impressive. Happy if bedroom is dull or worse. | ||
− | == Roles == | + | ==Roles== |
− | + | {{:Room roles}} | |
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== Impressiveness == | == Impressiveness == | ||
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While the ''output'' mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will '''not''' round down ''inputs'' to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 ''Impressiveness'' to "Slightly impressive" at 50 ''Impressiveness'' directly impacts mood. | While the ''output'' mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will '''not''' round down ''inputs'' to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 ''Impressiveness'' to "Slightly impressive" at 50 ''Impressiveness'' directly impacts mood. | ||
− | The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the [[Mood# | + | The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the [[Mood#Situation_RoomStats|relevant]] [[Mood#Room_Stats|section]] of the Mood page. |
− | ::{| class="wikitable" | + | :: {| class="wikitable" |
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
| < 20 | | < 20 | ||
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=== Guidelines === | === Guidelines === | ||
− | Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied: | + | Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied: |
− | * '''Keep all four room stats equally in mind, when designing an impressive room.''' There is a heavy weighting towards the ''weakest'' of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit and animal filth (low ''cleanliness'') - go figure. It is very difficult to compensate for one low contributing factor by raising the others. | + | * '''Keep all four room stats equally in mind, when designing an impressive room.''' There is a heavy weighting towards the ''weakest'' of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit and animal filth (low ''cleanliness'') - go figure. It is very difficult to compensate for one low contributing factor by raising the others. |
− | * '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all. | + | * '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all. |
− | * '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean. | + | * '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean. |
− | * '''Do not go overboard''', ' There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.* | + | * '''Do not go overboard''', ' There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.* |
− | :: (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.) | + | :: (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.) |
=== Formula === | === Formula === | ||
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(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis). | (The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis). | ||
− | Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the "modified" base values will only meaningfully grow for low base values, before returns start to diminish rapidly. An example about room ''wealth'' explains it best. | + | Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the "modified" base values will only meaningfully grow for low base values, before returns start to diminish rapidly. An example about room ''wealth'' explains it best. |
Start with a room with a ''wealth'' of 3000: | Start with a room with a ''wealth'' of 3000: | ||
: W<sub>b</sub> = 3000 ÷ 1500 = 2 | : W<sub>b</sub> = 3000 ÷ 1500 = 2 | ||
− | : W<sub>m</sub> = 1 + ln(W<sub>b</sub>) = 1 + ln(2) = '''1.69''' | + | : W<sub>m</sub> = 1 + ln(W<sub>b</sub>) = 1 + ln(2) = '''1.69''' |
Now lets ''triple'' the ''wealth'' to 9000: | Now lets ''triple'' the ''wealth'' to 9000: | ||
: W<sub>b</sub> triples to 6 | : W<sub>b</sub> triples to 6 | ||
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I' = 0.25 × I + 0.75 × S' | I' = 0.25 × I + 0.75 × S' | ||
else | else | ||
− | I' = I (no change) | + | I' = I (no change) |
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness. | This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness. | ||
− | ''Example:'' a "rather tight" room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100. Any impressiveness up to 100 would not be affected in this case. However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers). This is because the equation is | + | ''Example:'' a "rather tight" room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100. Any impressiveness up to 100 would not be affected in this case. However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers). This is because the equation is |
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101 | : 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101 | ||
therefore i = 4 (''i'' is the required increment). | therefore i = 4 (''i'' is the required increment). | ||
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* ''Wealth'' above 1,500 | * ''Wealth'' above 1,500 | ||
* ''Beauty'' above 3 | * ''Beauty'' above 3 | ||
− | * ''Cleanliness'' above 0 ( | + | * ''Cleanliness'' above 0 (ie. when using any cleanliness enhancers) |
* ''Space'' above 125 | * ''Space'' above 125 | ||
− | If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth. | + | If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth. |
− | Furthermore observe that the factors ( | + | Furthermore observe that the factors (ie. modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is "very spacious", or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. This makes sense intuitively, since we usually associate "impressive rooms" with being very spacious. |
== Wealth == | == Wealth == | ||
− | This is the sum of the market value of all items in the room and all walls and doors surrounding the room | + | This is the sum of the market value of all items in the room and all walls and doors surrounding the room. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. |
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
| < 500 | | < 500 | ||
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| >= 1000000 | | >= 1000000 | ||
| unbelievably luxurious | | unbelievably luxurious | ||
+ | |||
|} | |} | ||
== Beauty == | == Beauty == | ||
− | This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms | + | This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Floor tiles underneath walls and doors have no influence. |
− | Room | + | Room Beauty is calculated as: |
<pre>TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell) | <pre>TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell) | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
| < -3.5 | | < -3.5 | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
! typical size* | ! typical size* | ||
+ | |||
|- | |- | ||
| < 12.5 | | < 12.5 | ||
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| extremely spacious | | extremely spacious | ||
|} | |} | ||
− | : (* These are "safe" approximations; as described, the items placed <u>in</u> the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a | + | : (* These are "safe" approximations; as described, the items placed <u>in</u> the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plantpot and one artwork (1 tile each, a chair is "free") in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, "rather tight".) |
− | Note, that space of the room affects only its | + | Note, that space of the room affects only its impressivenes. Careful to not confuse with Pawn's [[space]] need. |
== Cleanliness == | == Cleanliness == | ||
− | This stat affects medical outcomes, research speed, and the chance that cooked meals will cause [[food poisoning]]. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of | + | This stat affects medical outcomes, research speed, and the chance that cooked meals will cause [[food poisoning]]. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[Butcher table]] and the [[Stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count. |
− | :::{| class="wikitable" | + | ::: {| class="wikitable" |
+ | |- | ||
! Room Cleanliness | ! Room Cleanliness | ||
! Description | ! Description | ||
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| dirty | | dirty | ||
|- | |- | ||
− | | >= -0.4 and < -0.05 | + | | >= -0.4 and < -0.05 |
| slightly dirty | | slightly dirty | ||
|- | |- | ||
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|} | |} | ||
− | :{| class="wikitable" | + | : {| class="wikitable" |
|- | |- | ||
! Surface | ! Surface | ||
− | ! Cleanliness<br | + | ! Cleanliness<br>Value |
|- | |- | ||
| [[Sterile tile]] floor || 0.6 | | [[Sterile tile]] floor || 0.6 | ||
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==== Test ==== | ==== Test ==== | ||
+ | |||
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution: | The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution: | ||
− | :{| class="wikitable" | + | : {| class="wikitable" |
|+ Effect of filth over sterile rooms | |+ Effect of filth over sterile rooms | ||
|- | |- | ||
! Size m^2 | ! Size m^2 | ||
− | ! Measurements | + | !Measurements |
− | ! Dirt beauty | + | !Dirt beauty |
− | ! Cleanliness<br | + | !Cleanliness<br>Value |
− | ! Cleanliness<br | + | !Cleanliness<br>Value Difference |
|- | |- | ||
| 1 || 1*1 || -15 || -4.40/0.60 || -5 | | 1 || 1*1 || -15 || -4.40/0.60 || -5 | ||
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'''Spilling behavior (observed in hospital):''' | '''Spilling behavior (observed in hospital):''' | ||
− | * When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit. | + | *When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit. |
'''Spilling test:''' | '''Spilling test:''' | ||
− | * Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool". | + | *Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool". |
− | * Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens. | + | *Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens. |
'''Observation:''' | '''Observation:''' | ||
− | * Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will. | + | *Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will. |
'''After further observations:''' | '''After further observations:''' | ||
− | * This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together. | + | *This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together. |
− | * Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile. | + | *Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile. |
'''Stacking of dirt and filth test''' | '''Stacking of dirt and filth test''' | ||
− | * Method: 5*5 room, stacking as much filth as possible over all tiles. | + | *Method: 5*5 room, stacking as much filth as possible over all tiles. |
− | ** Adding blood (-30) from ''Spilling test''. | + | **Adding blood (-30) from ''Spilling test''. |
− | ** Adding fire foam (-25) using dev tools. | + | **Adding fire foam (-25) using dev tools. |
− | ** getting rid of the floor (-1). | + | **getting rid of the floor (-1). |
− | ** Adding vomit (-41). | + | **Adding vomit (-41). |
− | ** Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check). | + | **Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check). |
− | ** insect fluids have not been tested. | + | **insect fluids have not been tested. |
− | * Results: | + | *Results: |
− | ** From the given results it seems that the tiles can not have a beauty value past -107. | + | **From the given results it seems that the tiles can not have a beauty value past -107. |
− | ** It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does. | + | **It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does. |
− | ** Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled. | + | **Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled. |
Observation: | Observation: | ||
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values. | During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values. | ||
− | :{| class="wikitable" | + | : {| class="wikitable" |
|+ Beauty values by type of filth (sample) : | |+ Beauty values by type of filth (sample) : | ||
|- | |- | ||
! Filth | ! Filth | ||
− | ! Beauty (outdoor) | + | !Beauty (outdoor) |
− | ! Beauty (indoor) | + | !Beauty (indoor) |
|- | |- | ||
| blood || -8 to -10 || -15 to -30 | | blood || -8 to -10 || -15 to -30 | ||
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| fire foam || -8 || -25 | | fire foam || -8 || -25 | ||
|- | |- | ||
− | | item on floor || -6 to -7 || -6 to -7 | + | | item on floor || -6 to -7|| -6 to -7 |
|- | |- | ||
| meat on floor || -20 || -20 | | meat on floor || -20 || -20 | ||
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'''Conclusion''' | '''Conclusion''' | ||
− | * After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt. | + | *After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt. |
− | ** The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed. | + | **The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed. |
− | ** The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed. | + | **The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed. |
− | * Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower). | + | *Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower). |
− | ** The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17). | + | **The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17). |
− | ** The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34). | + | **The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34). |
== Version history == | == Version history == | ||
* [[Version/0.12.906|0.12.906]] - Added | * [[Version/0.12.906|0.12.906]] - Added | ||
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance. | * 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance. | ||
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