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{{Rewrite|reason=Because this page was originally 2 transcluded pages, the flow and order of information is haphazard, confusing, and sometimes redundant. Can be rewritten for clarity and brevity without losing detail}}
 
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== General ==
 
== General ==
Rooms are spaces that are fully enclosed with impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, and [[cooler]]s. Corners do not need to be filled in order to enclose a room.
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Rooms are spaces that are fully enclosed with impassible objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]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]] from that outside. 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]] or with roof covering between 75% and 100% are still considered indoors - they'll leak heat faster, but their temperature can still be changed. For further information on temperature mechanics, see the [[temperature]] page.
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Rooms must be at least 75% [[roof]]ed in order to alter their [[temperature]] from that outside. 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]] or with roof covering between 75% and 100% are still considered indoors - they'll leak heat faster, but their temperature can still be changed. For further information on temperature mechanics, see the [[Temperature]] page.
  
Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the [[outdoors]] and [[indoors]] needs.
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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:quality preview.png|300px|right]]
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[[File:quality preview.png|300px|right]]'''Room stats''' are values of a room that passively affect both thoughts about the room itself and some events and activities that take place within. The stats of a room are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], items that enclose or are within 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 or via a hotkey.
'''Room stats''' are values of a room that passively affect both thoughts about the room itself and some events and activities that take place within. The stats of a room are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], items that enclose or are within 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 or via a hotkey.
 
  
 
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.
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In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off Cleanliness. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.  
 
In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off Cleanliness. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.  
  
Some room roles cannot have some buildings inside them, or they cease to function as the role or inflict a mood penalty. Examples include [[Titles#Thrones and Bedrooms|Throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} which cannot contain workstations and select other buildings without inflicting a mood penalty.
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Some room roles cannot have some buildings inside them, or they cease to function as the role or inflict a mood penalty. Examples include [[Titles#Thrones and Bedrooms|Throne rooms]]{{RoyaltyIcon}} and temples{{IdeologyIcon}} which cannot contain workstations and select other buildings without inflicting a mood penalty.
  
 
Pawns also have separate needs for [[beauty]] and [[space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for details.
 
Pawns also have separate needs for [[beauty]] and [[space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for details.
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{{Stub|section=1|reason=All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained}}
 
{{Stub|section=1|reason=All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained}}
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
! Label
 
! Label
 
! Mood Impact
 
! Mood Impact
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| No
 
| No
 
| [[Room stats|Cleanliness]]
 
| [[Room stats|Cleanliness]]
| Any [[Research bench]], [[Mech gestator]] or [[Subcore encoder]] and their equivalents
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| [[Simple research bench]] or [[Hi-tech research bench]]
 
|-
 
|-
 
| Workshop
 
| Workshop
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| [[Smithing bench]], [[Hand tailor bench]], [[Electric tailor bench]], [[Art bench]], [[Stonecutter's table]], [[Butcher table]], [[Machining table]], [[Electric smelter]], [[Brewery]], [[Drug lab]], [[Fabrication bench]], or [[Crafting spot]]
 
| [[Smithing bench]], [[Hand tailor bench]], [[Electric tailor bench]], [[Art bench]], [[Stonecutter's table]], [[Butcher table]], [[Machining table]], [[Electric smelter]], [[Brewery]], [[Drug lab]], [[Fabrication bench]], or [[Crafting spot]]
 
|-
 
|-
| [[Throne room]] {{RoyaltyIcon}}
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| Throneroom{{RoyaltyIcon}}
 
| No
 
| No
 
| [[Impressiveness]]
 
| [[Impressiveness]]
 
| [[Meditation throne]] or [[Grand meditation throne]]
 
| [[Meditation throne]] or [[Grand meditation throne]]
 
|-
 
|-
| Temple {{IdeologyIcon}} **
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| Temple{{IdeologyIcon}} **
 
| No
 
| No
 
| None
 
| None
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| [[Shelf]]
 
| [[Shelf]]
 
|-
 
|-
| Nursery {{BiotechIcon}}
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| Nursery{{BiotechIcon}}
 
| Yes?
 
| Yes?
| None
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| Testing needed
 
| [[Crib]] or [[Baby sleeping spot|Baby Sleeping Spot]]
 
| [[Crib]] or [[Baby sleeping spot|Baby Sleeping Spot]]
 
|-
 
|-
| Playroom {{BiotechIcon}}
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| Playroom{{BiotechIcon}}
 
| Yes?
 
| Yes?
| None
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| Testing needed
 
| [[Toy box|Toy Box]]
 
| [[Toy box|Toy Box]]
 
|-
 
|-
| Classroom {{BiotechIcon}}
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| Classroom{{BiotechIcon}}
 
| Yes?
 
| Yes?
| None
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| Testing needed
 
| [[School desk|School Desk]]
 
| [[School desk|School Desk]]
 
|-
 
|-
| Deathrest Chamber {{BiotechIcon}}
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| Deathrest Chamber{{BiotechIcon}}
 
| Yes
 
| Yes
 
| [[Room stats|Impressiveness]], Testing needed
 
| [[Room stats|Impressiveness]], Testing needed
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::{| class="wikitable"
 
::{| class="wikitable"
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|-
 
! Value
 
! Value
 
! Description
 
! Description
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* ''Wealth'' above 1,500
 
* ''Wealth'' above 1,500
 
* ''Beauty'' above 3
 
* ''Beauty'' above 3
* ''Cleanliness'' above 0 (i.e. when using any cleanliness enhancers)
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* ''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 (i.e.. 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.
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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. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.
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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"
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|-
 
! Value
 
! Value
 
! Description
 
! Description
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== Beauty ==
 
== Beauty ==
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence.  
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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 beauty is calculated as:
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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"
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|-
 
! Value
 
! Value
 
! Description
 
! Description
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{| class="wikitable"
 
{| class="wikitable"
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|-
 
! Value
 
! Value
 
! Description
 
! Description
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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 plant pot 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".)
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: (* 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 impressiveness. Careful to not confuse with Pawn's [[space]] need.  
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Note, that space of the room affects only its impressivenes. Careful to not confuse with Pawn's [[space]] need.  
  
 
== Cleanliness ==
 
== Cleanliness ==

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