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Floor improvements can bring benefits such as mobility speed, aesthetic comfort and hygiene, as well as prevent wild plants from growing and fires from spreading.
Soil grows vegetation such as grass, bushes and trees, all of which cause a walking speed reduction for Colonists. Other natural surfaces incapable of growing vegetation such as sand or ice also have low movement speeds. Flooring a frequent path will reduce the time required to walk between the two ends.
Beauty of room
Colonists are affected in mood according to their surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. Carpets for instance can make bedrooms look nicer for their occupants.
Sanitation / Safety
Flooring is an important factor when calculating a room's Cleanliness, which is important for most rooms but particularly for kitchens, hospitals and laboratories.
Tiles with a cleanliness bonus bring better success rates in hospitalized quarters as they help prevent the posssibility of infection. Non-flammable flooring helps prevent fire advance to its tile while also protecting underground electrical conducts damage by weather.
No plant growth
Any flooring placed outdoors will prevent grass, bushes or trees from spreading there. This can be useful to keep any trees from growing in the path of a wind turbine and reducing its power output. Surrounding fields with flooring will prevent trees growing there, which your growers must clear first before they sow nearby. It can also be used to create fire breaks to keep wildfires from spreading to your base if non-flammable materials were used.
Flooring can even help with security in certain biomes. While giving a movement bonus to raiders, covering your killbox in flooring will prevent any trees growing there for raiders to take cover behind.
Floors can be removed with the Remove floor order. After floors are removed, the tile will retain its old terrain type.
Types of Flooring
There are several different types of flooring available, with each requiring specific resources to construct each tile.
|Type||Materials||Resources Per Square||Work to Build||Beauty||Move Speed Modifier||Flammability||Cleanliness||Wealth|
|Wood floor||Wood||3||85 ticks (||0||100||22||0||3.9|
|Carpet||Cloth||7||800 ticks (||2||100||32||0||13|
|Sterile tile||Silver/Steel||12 & 3||1,600 ticks (||0||100||0||+0.6||24|
|Stone tile||Sandstone, Granite, Limestone, Slate or Marble||4||1,100 ticks (||1||100||0||0||8|
|Flagstone||Sandstone, Granite, Limestone, Slate or Marble||4||500 ticks (||0||100||0||0||5.5|
|Silver tile||Silver||70||800 ticks (||5||100||0||+0.2||73|
|Steel tile||Steel||7||800 ticks (||1||100||0||+0.2||16|
|Paved tile||Steel||2||300 ticks (||0||100||0||0||5|
|Concrete||Steel||1||100 ticks (||-1||100||0||0||2|
|Gold tile||Gold||70||800 ticks (||12||100||0||+0.2||705|
|Smooth stone||Natural Stone Floor||-||2,800 ticks (||2||100||0||0||8|
|Straw matting||Hay||2||120 ticks (||-1||93||150||-0.1||1.6|
|Fine carpet||Cloth||35||4,000 ticks (||4||100||32||0||67|
|Fine stone tile||Sandstone, Granite, Limestone, Slate or Marble||20||5,000 ticks (||3||100||0||0||36|
|Rough stone||Natural Stone Floor||-||-||-1||87||0||0||0|
|Rough-hewn stone||Semi-natural Stone Floor||-||?||-1||93||0||?||?|