Difference between revisions of "Sculptures"

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These numbers are relative to 1 unit material, or 10 units of gold or silver.
  
 
==Quality Table==
 
==Quality Table==

Revision as of 01:34, 2 November 2022

Sculptures are buildings of art that have a high beauty stat. There are three types of sculptures:

Acquisition

All 3 sculptures are created from an art bench using Stuff Wood, Stony, or Metallic ingredients. Counter-intuitively, stone sculptures are not made from stone chunks, but from stone blocks.

Small sculptures require 50 materials and 18,000 ticks (5 mins) of work, large sculptures require 100 materials and 30,000 ticks (8.33 mins) of work, and grand sculptures require 400 materials and 105,000 ticks (29.17 mins) of work. Note that "small volume" materials (silver and gold) require 10x more items to create.

The sculpter's Art skill is the primary factor in determining the sculpture's quality. A sculptor cannot work on another sculptor's piece.

Summary

Sculptures have a high beauty rating, which depends on the sculpture size, material, and quality. For the same material and quality, a small sculpture (base of 50) has half the beauty of a large sculpture (100), which has 4x less beauty than a grand sculpture (400). Small and large sculptures take 1 tile, and grand sculptures take a 2x2 grid of tiles. Also, sculptures have a 1.1x trade multiplier when compared to other items of the same market value.

The following table compares the three sizes of sculpture:

Sculptures Size Materials Beauty (Normal) Max HP Work to make Value (Normal) Beauty/work Value/Work Value/Material
Small 1x1 50 50 90 300 159.8 0.1667 0.5327 3.196
Large 1x1 100 100 150 500 298 0.2 0.596 2.98
Grand 2x2 400 400 300 1750 1138 0.2286 0.6503 2.845


All sculptures will have a name and story, like items of excellent or higher qualities. See #Story Generation below for more details.

Meditation

Pawns with the Artistic meditation focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or Ascetic.

The highest quality sculpture is the primary source of psyfocus:

Quality Awful Poor Normal Good Excellent Masterwork Legendary
Base Strength +12% +16% +20% +22% +24% +26% +28%


All other sculptures give a much smaller boost:

Quality Awful Poor Normal Good Excellent Masterwork Legendary
Strength Offset +0% +0% +1% +1% +1% +2% +2%


The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.

Analysis

Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to increasing the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:

  • Dining room
  • Rec room
  • Bedroom (Barracks, Prison Rooms)
  • Hospital
  • Throne room Content added by the Royalty DLC & Ritual room Content added by the Ideology DLC

Other than these rooms, place art where pawns will stay for a long time, such as a research station. For extra points, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.

Note that sculptures increase a room's beauty rating from anywhere inside, but will only increase the beauty need when in a 10-tile radius from a pawn.

Which sculpture to create

For each point of beauty, small sculptures require the most work and take up the most space. However, as they also have the highest work / material, and as Market Value takes work into account, they are the most profitable to sell (per material). Small sculptures also have another advantage - quality is a multiplier to price, but has a flat cap for increasing it. Small sculptures, especially of gold or jade, are less impacted by the cap than the larger sculptures. Plus, traders ​likely won't have enough silver to afford a masterwork grand sculpture.

Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding), but 4 large sculptures are more flexible to place than 1 grand sculpture. Making grand sculptures also exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time.

Material Table

Material Cost Work Beauty Max HP Flammability
Silver 10 1 2 +6 0.7 0.4
Gold 100 0.9 4 +20 0.6 0.4
Steel 1.9 1 1 1 0.4
Plasteel 9 2.2 1 2.8 0
Wood 1.2 0.7 1 0.65 1
Uranium 6 1.9 0.5 2.5 0
Jade 5 1.4 2.5 +10 0.5 0
Sandstone .9 1.1 1.1 1.4 0
Granite .9 1.3 1 1.7 0
Limestone .9 1.3 1 1.55 0
Slate .9 1.3 1.1 1.3 0
Marble .9 1.15 1.35 +1 1.2 0


These numbers are relative to 1 unit material, or 10 units of gold or silver.

Quality Table

Quality Base Beauty
Modifier
Base Value
Modifier
Awful -10% 50%
Poor 50% 75%
Normal 100% 100%
Good 200% 125% (max +500)
Excellent 300% 150% (max +1000)
Masterwork 500% 250% (max +2000)
Legendary 800% 500% (max +3000)

Story Generation

Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:

  • A past event occurring in or to the colony (see below)
  • A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
  • A border to the art (e.g. "a triangular border")
  • A texture (e.g. "insert texture example")
  • A design style (e.g. "conveys a feeling of rage and happiness")
  • A location (e.g. "in a town")

The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:

  • killings
  • drunkenness
  • vomiting
  • landing in drop pods
  • artwork created
  • struck ore
  • person captured
  • person recruited
  • animal trained
  • animal hunted
  • surgery done
  • someone was on fire
  • someone went psychotic
  • someone gave up

Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions.

Version history

  • 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
  • 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.