Rooms

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Revision as of 10:20, 31 May 2023 by 2601:182:cb01:15c0:c956:41e1:fd5f:8d4c (talk) (Clarified actual values for being able to control temperature and being considered indoors)
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A room is an enclosed space.

General

Rooms are fully enclosed spaces, with impassible objects like walls, doors, natural rock, and coolers. Corners do not need to be filled in order to enclose a room.

Rooms must be at least 75% roofed 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 Outdoors and Indoors needs.

Stats

Quality preview.png

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 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:

  • Impressiveness (which is an aggregate of the four other stats)
  • Wealth
  • Space
  • Beauty
  • Cleanliness

Room stats affect things like:

  • Medical treatment quality (from cleanliness)
  • Research speed (from cleanliness)
  • Mood of the people residing in them, resulting in thoughts like
    • "Impressive dining room"
    • "Impressive bedroom"
    • "Impressive barrack"
    • "Impressive rec room"

Related traits:

  • Greedy: Unhappy without sufficiently impressive bedroom.
  • Jealous: Unhappy if anyone has a noticeably better bedroom.
  • Ascetic: Unhappy if room is too impressive. Happy if bedroom is dull or worse.

Roles

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

A room is an enclosed space.

General

Rooms are fully enclosed spaces, with impassible objects like walls, doors, natural rock, and coolers. Corners do not need to be filled in order to enclose a room.

Rooms must be at least 75% roofed 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 Outdoors and Indoors needs.

Stats

Quality preview.png

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 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:

  • Impressiveness (which is an aggregate of the four other stats)
  • Wealth
  • Space
  • Beauty
  • Cleanliness

Room stats affect things like:

  • Medical treatment quality (from cleanliness)
  • Research speed (from cleanliness)
  • Mood of the people residing in them, resulting in thoughts like
    • "Impressive dining room"
    • "Impressive bedroom"
    • "Impressive barrack"
    • "Impressive rec room"

Related traits:

  • Greedy: Unhappy without sufficiently impressive bedroom.
  • Jealous: Unhappy if anyone has a noticeably better bedroom.
  • Ascetic: Unhappy if room is too impressive. Happy if bedroom is dull or worse.

Roles

Template loop detected: Room roles

Impressiveness

The value for impressiveness is based on the four other room stats (wealth, beauty, spaciousness and cleanliness).

Any mood/thought effects from the room then depend on this impressiveness level, and not on the precise value. The exact impressiveness value (explained below) is rounded down to the nearest whole number (dropping fractions), and a label (or "level") of impressiveness will be given to the room, according to the table below. This level then triggers any relevant mood, positive or negative.

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 relevant section of the Mood page.

Value Description
< 20 awful
>= 20 and < 30 dull
>= 30 and < 40 mediocre
>= 40 and < 50 decent
>= 50 and < 65 slightly impressive
>= 65 and < 85 somewhat impressive
>= 85 and < 120 very impressive
>= 120 and < 170 extremely impressive
>= 170 and < 240 unbelievably impressive
>= 240 wondrously impressive

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:

  • 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.
  • 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.*
(* 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

(Math Warning! If math is not your roll, stick with the Guidelines, above. Otherwise, gird yourself and press on.)

The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value impressiveness.

The calculation is done in several steps:

  1. Scale the input values individually, so that typical in-game stats end up in a range of single digit values.
  2. Attenuate those values further by applying a logarithm function.
  3. Combine the results into an impressiveness score, using a weighted summation.
  4. Apply another attenuation function to the result depending on the space in the room.

The details of the calculation follow.

Base values

Firstly, all four "raw" stats are scaled individually by applying a factor, deriving the base contribution for each stat:

Wb = wealth ÷ 1500
Bb = beauty ÷ 3
Sb = space ÷ 125
Cb = 1 + (cleanliness ÷ 2.5)

Example: a room with a wealth stat of 3000 has a Wb value of 2 and a room with a cleanliness of 0 has a Cb value of 1.

Modified values

These base values are now modified if they lie outside the range (−1, 1), by applying the natural logarithm as follows:

m =  1 + ln(b)          (if b > 1)
m = [1 + ln(−b)] × −1   (if b < −1)

(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.

Start with a room with a wealth of 3000:

Wb = 3000 ÷ 1500 = 2
Wm = 1 + ln(Wb) = 1 + ln(2) = 1.69

Now lets triple the wealth to 9000:

Wb triples to 6
Wm only changes from 1 + ln(2) = 1.69 (as above) to 1 + ln(6) = 2.79

So, while we have tripled the wealth, the derived value only increased by about 65%.

Now triple the wealth again to an absolutely ludicrous 27,000, getting us Wm = 3.89, only about 40% more than the previous value, and only a little more than twice the 1.69 rating that we started out with – in total, the 800% added wealth resulted in only 130% of additional value towards room impressiveness (which is then usually attenuated even more, as explained in the next section).

Impressiveness score

These modified values are then combined to give the impressiveness score as follows.

Take a weighted sum of the average of the values and the smallest of the values:

I = (65 × (Wm + Bm + Sm + Cm) ÷ 4) + (35 × min(Wm, Bm, Sm, Cm))

This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.

If the room is big enough, this is the final result.

As a final step we compare this impressiveness value to the spaciousness of the room:

S' = 500 × Sm
If I > S', then
  I' = 0.25 × I + 0.75 × S'
else
  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.

Example: a "rather right" 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

therefore i = 4 (i is the required increment).

Diminishing returns from room stats

Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving "fair" (ie. linear) returns:

  • Wealth above 1,500
  • Beauty above 3
  • Cleanliness above 0 (ie. when using any cleanliness enhancers)
  • 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.

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

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 conduits 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.

Value Description
< 500 impoverished
>= 500 and < 700 somewhat poor
>= 700 and < 2000 mediocre
>= 2000 and < 4000 somewhat rich
>= 4000 and < 10000 rich
>= 10000 and < 40000 luxurious
>= 40000 and < 100000 very luxurious
>= 100000 and < 1000000 extremely luxurious
>= 1000000 unbelievably luxurious

Beauty

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:

TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)
WeightedSize = size if (size > 40) else (20 + size / 2)
RoomBeauty = TotalBeauty / WeightedSize

This means that all rooms with less than 40 internal space will have their beauty penalised.

Value Description
< -3.5 hideous
>= -3.5 and < 0 ugly
>= 0 and < 2.4 neutral
>= 2.4 and < 5 pretty
>= 5 and < 15 beautiful
>= 15 and < 50 very beautiful
>= 50 and < 100 extremely beautiful
>= 100 unbelievably beautiful

Space

Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.

Value Description typical size*
< 12.5 cramped 3x4 or smaller*
>= 12.5 and < 29 rather tight 3x6, 4x5*
>= 29 and < 55 average-sized 4x7, 5x6*
>= 55 and < 70 somewhat spacious
>= 70 and < 130 quite spacious
>= 130 and < 349.5 very spacious
>= 349.5 extremely spacious
(* These are "safe" approximations; as described, the items placed in 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 impressivenes. Careful to not confuse with Pawn's space need.

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 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.

Room Cleanliness Description
< -1.1 very dirty
>= -1.1 and < -0.4 dirty
>= -0.4 and < -0.05 slightly dirty
>= -0.05 and < 0.4 clean
>= 0.4 sterile
Surface Cleanliness
Value
Sterile tile floor 0.6
Steel, Silver or Gold floor 0.2
all other constructed flooring; Bridges 0
Natural stone (rough or smoothed) 0
Straw matting -0.1
all other natural surfaces (soil, gravel, etc.) -1
Marshy soil -2
Chunks -2
Dirt, rubble, all other filth -5
Blood -10
Insect blood, vomit, fuel puddle -15
Corpsebile -20

Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".

The beauty value is not equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The beauty value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.

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:

Effect of filth over sterile rooms
Size m^2 Measurements Dirt beauty Cleanliness
Value
Cleanliness
Value Difference
1 1*1 -15 -4.40/0.60 -5
25 5*5 -15 0.40/0.60 -0.20
50 5*10 -15 0.50/0.60 -0.10
100 10*10 -15 0.55/0.60 -0.05

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.

Spilling test:

  • 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.

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.

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.
  • 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

  • Method: 5*5 room, stacking as much filth as possible over all tiles.
    • Adding blood (-30) from Spilling test.
    • Adding fire foam (-25) using dev tools.
    • getting rid of the floor (-1).
    • Adding vomit (-41).
    • Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).
    • insect fluids have not been tested.
  • Results:
    • 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.
    • 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: 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.

Beauty values by type of filth (sample) :
Filth Beauty (outdoor) Beauty (indoor)
blood -8 to -10 -15 to -30
dirt -4 to -5 -15
vomit -11 to -13 -40
fire foam -8 -25
item on floor -6 to -7 -6 to -7
meat on floor -20 -20
chunk -20 -20
soil -1 -1
mud -2 -2

As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor).

Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.

Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.

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.
    • 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.
  • 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 most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).

Version history

  • 0.12.906 - Added
  • 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.

Impressiveness

The value for impressiveness is based on the four other room stats (wealth, beauty, spaciousness and cleanliness).

Any mood/thought effects from the room then depend on this impressiveness level, and not on the precise value. The exact impressiveness value (explained below) is rounded down to the nearest whole number (dropping fractions), and a label (or "level") of impressiveness will be given to the room, according to the table below. This level then triggers any relevant mood, positive or negative.

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 relevant section of the Mood page.

Value Description
< 20 awful
>= 20 and < 30 dull
>= 30 and < 40 mediocre
>= 40 and < 50 decent
>= 50 and < 65 slightly impressive
>= 65 and < 85 somewhat impressive
>= 85 and < 120 very impressive
>= 120 and < 170 extremely impressive
>= 170 and < 240 unbelievably impressive
>= 240 wondrously impressive

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:

  • 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.
  • 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.*
(* 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

(Math Warning! If math is not your roll, stick with the Guidelines, above. Otherwise, gird yourself and press on.)

The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value impressiveness.

The calculation is done in several steps:

  1. Scale the input values individually, so that typical in-game stats end up in a range of single digit values.
  2. Attenuate those values further by applying a logarithm function.
  3. Combine the results into an impressiveness score, using a weighted summation.
  4. Apply another attenuation function to the result depending on the space in the room.

The details of the calculation follow.

Base values

Firstly, all four "raw" stats are scaled individually by applying a factor, deriving the base contribution for each stat:

Wb = wealth ÷ 1500
Bb = beauty ÷ 3
Sb = space ÷ 125
Cb = 1 + (cleanliness ÷ 2.5)

Example: a room with a wealth stat of 3000 has a Wb value of 2 and a room with a cleanliness of 0 has a Cb value of 1.

Modified values

These base values are now modified if they lie outside the range (−1, 1), by applying the natural logarithm as follows:

m =  1 + ln(b)          (if b > 1)
m = [1 + ln(−b)] × −1   (if b < −1)

(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.

Start with a room with a wealth of 3000:

Wb = 3000 ÷ 1500 = 2
Wm = 1 + ln(Wb) = 1 + ln(2) = 1.69

Now lets triple the wealth to 9000:

Wb triples to 6
Wm only changes from 1 + ln(2) = 1.69 (as above) to 1 + ln(6) = 2.79

So, while we have tripled the wealth, the derived value only increased by about 65%.

Now triple the wealth again to an absolutely ludicrous 27,000, getting us Wm = 3.89, only about 40% more than the previous value, and only a little more than twice the 1.69 rating that we started out with – in total, the 800% added wealth resulted in only 130% of additional value towards room impressiveness (which is then usually attenuated even more, as explained in the next section).

Impressiveness score

These modified values are then combined to give the impressiveness score as follows.

Take a weighted sum of the average of the values and the smallest of the values:

I = (65 × (Wm + Bm + Sm + Cm) ÷ 4) + (35 × min(Wm, Bm, Sm, Cm))

This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.

If the room is big enough, this is the final result.

As a final step we compare this impressiveness value to the spaciousness of the room:

S' = 500 × Sm
If I > S', then
  I' = 0.25 × I + 0.75 × S'
else
  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.

Example: a "rather right" 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

therefore i = 4 (i is the required increment).

Diminishing returns from room stats

Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving "fair" (ie. linear) returns:

  • Wealth above 1,500
  • Beauty above 3
  • Cleanliness above 0 (ie. when using any cleanliness enhancers)
  • 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.

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

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 conduits 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.

Value Description
< 500 impoverished
>= 500 and < 700 somewhat poor
>= 700 and < 2000 mediocre
>= 2000 and < 4000 somewhat rich
>= 4000 and < 10000 rich
>= 10000 and < 40000 luxurious
>= 40000 and < 100000 very luxurious
>= 100000 and < 1000000 extremely luxurious
>= 1000000 unbelievably luxurious

Beauty

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:

TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)
WeightedSize = size if (size > 40) else (20 + size / 2)
RoomBeauty = TotalBeauty / WeightedSize

This means that all rooms with less than 40 internal space will have their beauty penalised.

Value Description
< -3.5 hideous
>= -3.5 and < 0 ugly
>= 0 and < 2.4 neutral
>= 2.4 and < 5 pretty
>= 5 and < 15 beautiful
>= 15 and < 50 very beautiful
>= 50 and < 100 extremely beautiful
>= 100 unbelievably beautiful

Space

Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.

Value Description typical size*
< 12.5 cramped 3x4 or smaller*
>= 12.5 and < 29 rather tight 3x6, 4x5*
>= 29 and < 55 average-sized 4x7, 5x6*
>= 55 and < 70 somewhat spacious
>= 70 and < 130 quite spacious
>= 130 and < 349.5 very spacious
>= 349.5 extremely spacious
(* These are "safe" approximations; as described, the items placed in 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 impressivenes. Careful to not confuse with Pawn's space need.

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 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.

Room Cleanliness Description
< -1.1 very dirty
>= -1.1 and < -0.4 dirty
>= -0.4 and < -0.05 slightly dirty
>= -0.05 and < 0.4 clean
>= 0.4 sterile
Surface Cleanliness
Value
Sterile tile floor 0.6
Steel, Silver or Gold floor 0.2
all other constructed flooring; Bridges 0
Natural stone (rough or smoothed) 0
Straw matting -0.1
all other natural surfaces (soil, gravel, etc.) -1
Marshy soil -2
Chunks -2
Dirt, rubble, all other filth -5
Blood -10
Insect blood, vomit, fuel puddle -15
Corpsebile -20

Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".

The beauty value is not equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The beauty value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.

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:

Effect of filth over sterile rooms
Size m^2 Measurements Dirt beauty Cleanliness
Value
Cleanliness
Value Difference
1 1*1 -15 -4.40/0.60 -5
25 5*5 -15 0.40/0.60 -0.20
50 5*10 -15 0.50/0.60 -0.10
100 10*10 -15 0.55/0.60 -0.05

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.

Spilling test:

  • 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.

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.

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.
  • 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

  • Method: 5*5 room, stacking as much filth as possible over all tiles.
    • Adding blood (-30) from Spilling test.
    • Adding fire foam (-25) using dev tools.
    • getting rid of the floor (-1).
    • Adding vomit (-41).
    • Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).
    • insect fluids have not been tested.
  • Results:
    • 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.
    • 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: 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.

Beauty values by type of filth (sample) :
Filth Beauty (outdoor) Beauty (indoor)
blood -8 to -10 -15 to -30
dirt -4 to -5 -15
vomit -11 to -13 -40
fire foam -8 -25
item on floor -6 to -7 -6 to -7
meat on floor -20 -20
chunk -20 -20
soil -1 -1
mud -2 -2

As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor).

Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.

Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.

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.
    • 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.
  • 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 most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).

Version history

  • 0.12.906 - Added
  • 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.