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{{stub|reason=General, also non-edifice floor coverings}}
 
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'''Floors''' are a type of construction that cover the natural [[terrain]] with an artificial surface. Floors do not prevent other constructions to be built on top of them. There are many types of floor, with different resource costs, flammabilities, beauties, cleanlinesses, and other effects. 
 
  
== Effects ==
 
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Constructed floors can bring benefits such as increased movement speed, [[beauty]], and [[Room_stats#Cleanliness|cleanliness]], as well as preventing wild [[plants]] from growing and [[fire]] from spreading.
 
  
=== Movement speed ===
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Natural soil allows the growth of vegetation such as tall grass, bushes, and brambles, all of which cause a walking speed reduction for Colonists. [[Tree]]s prevent movement altogether, and also prevent [[roof]]s from being built over them.  Other natural surfaces incapable of growing vegetation such as raw stone, sand or ice also have lower movement speeds. Flooring a frequent path will reduce the time required to walk between the two areas.
 
[[File:Floors.png|500px|thumb|right|Different flooring (and unfloored areas) in different locations]]
 
  
=== Beauty ===
 
Colonists are affected by the beauty of the surrounding flooring in two ways - directly, by the [[Beauty]] status level, and indirectly, by the effect of beauty on the impressiveness of some [[Room roles|room types]]. Colonists have mood effects from the beauty of their direct surroundings, especially those locations where they spend most of the day or night such as a bedroom, kitchen, workshop, research lab, etc. See the [[Beauty]] page for further details.
 
  
The total beauty of a room also affects its impressiveness, which contributes to the mood benefit of rooms such as bedrooms, dining rooms, rec rooms, and hospitals. See the [[Room stats]] page for further details.
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== Description ==
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[[File:Floors.png|500px|right]]
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Floors are improvement production features which bring benefits such as mobility speed, aesthetic comfort, sanitation as well as preventing wild plants from growing.
  
Different floors can also be used for purely aesthetic purposes as per player preference, or to color-designate different rooms for different purposes.
 
  
=== Cleanliness ===
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=== Movement speed ===
Flooring is an important factor when calculating a room's [[Room stats#Cleanliness|Cleanliness]], which is important for most rooms but particularly for kitchens, hospitals and laboratories.
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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.
  
This is done in two ways. First, it covers up the existing [[terrain]] which almost always has a cleanliness penalty, and prevents that penalty from applying to the room. Second some floor types have a cleanliness bonus which further improves the cleanliness.  
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=== Beauty of room ===
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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.
  
Flooring rooms and areas surrounding rooms where cleanliness is important prevents [[filth]] being tracked from the terrain there into the clean room as will happen for the first ?? tiles after transitioning from dirt to flooring.{{Check Tag|Detail Needed|How many tiles? Also add to Filth page}} Non-[[straw matting]] floors will not prevent the creation of filth from other sources however, such as that created by animals, but may ameliorate the loss through their other increases to cleanliness.  
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=== Sanitation / Safety ===
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Tiles of Sterile or concrete, bring better success rates in hospitalized quarters as they prevent the spread of infection and concrete flooring can prevent fire advancements while also protecting underground electrical conducts damage by weather.
  
Cleanliness improves success rates in hospitals as they help prevent the possibility of infection. It also affects [[research speed]] and the chance for food to cause [[food poisoning]].
 
 
=== Cleaning time ===
 
{{See also|Filth}}
 
Different floors take different amounts of time to clean ranging from 60% to 200%. While most metal floors are cleaned at 60% of the usual time, floors made out of stone blocks and the other metal floors take 80% of the time. All types of carpet have the longest cleaning time at 200% with the remaining floors at 100%.
 
 
=== Flammability ===
 
Non-flammable flooring helps prevent fire advance to its tile.
 
  
 
=== No plant growth ===
 
=== 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.
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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.
 
 
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.
 
  
=== Removing floors ===
 
Floors can be removed with the '''Remove floor''' order, which is found under the Architect/Floors tab. After floors are removed, the tile will retain its old terrain type.
 
  
Most floors return, on average, half of the resources spent at construction when removed. This can be a useful source of materials when raiding settlements or temporary camps, or simply a way to recycle unneeded floors in your own colony. Notable exceptions include [[flagstone]], [[burned floors]] and smoothed floors.
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=== Types of Flooring ===
  
== Comparison table ==
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There are several different types of flooring available, with each requiring specific resources to construct each tile.
{{For|naturally generated surfaces|Terrain}}
 
  
<div><li style="display: inline-table;">
 
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
! Name !! Variants !! [[Fine floor|Fine]] !! Resources per tile !! data-sort-type="number" | Work to Build || data-sort-type="number" | Beauty !! data-sort-type="number" | Move Speed Modifier !! data-sort-type="number" | Flammability !! data-sort-type="number" | Cleanliness !! data-sort-type="number" | Cleaning Time Multiplier  !! data-sort-type="number" | Filth Multiplier !! data-sort-type="number" | Wealth
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! Type !! Materials !! Resources Per Square !! Beauty !! Move Speed Modifier
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|-
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! [[Wood_floor | Wood Floor]]
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| Wood || | 3{{icon|wood}} || | 0 || | 100
 
|-
 
|-
{{Floor Table Row|?Name=Bridge}}
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! [[Sterile_tile | Sterile Tile ]]
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| Silver/Steel || | 15{{icon|silver}} & 3{{icon|metal}} || | 0 || | 100
 
|-
 
|-
{{#ask: [[Type::Floor]] [[Name::!Rough stone]] [[Name::!Rough-hewn stone]]
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! [[Stone_tile | Stone Tile]]
| named args = yes
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| Sandstone, Granite, Limestone, Slate or Marble || | 4{{icon|stone}} || | 1 || | 100
| ?Name = ?Name
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|-
| format = template
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! [[Flagstone | Flagstone]]
| template = Floor Table Row
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| Sandstone, Granite, Limestone, Slate or Marble || | 4{{icon|stone}} || | 0 || | 100
| sort = From DLC, Name
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|-
}}
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! [[ Silver_tile | Silver Tile ]]
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| Silver || | 85{{icon|silver}} || | 3 || | 100
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|-
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! [[ Metal_tile | Metal Tile ]]
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| Steel || | 5{{icon|metal}} || | 2 || | 100
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|-
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! [[Paved_tile | Paved Tile]]
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| Steel || | 2{{icon|metal}} || | 0 || | 100
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|-
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! [[ Gold_tile | Gold Tile ]]
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| Gold || | 85{{Icon Small|gold}} || | 4 || | 100
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|-
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! [[ Smooth_stone| Smooth Stone ]]
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| Natural Stone Floor || | Free || | 3 || | 100
 
|}
 
|}
</li></div>
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<br/>
 
 
== Verson History==
 
* [[Version/0.11.877|0.11.877]] - You can now remove floors to reveal the terrain underneath.
 
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.
 
 
 
==See also==
 
* [[Environment#Terrain|Terrain]]
 
 
<references/>
 
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[[Category:Floor]]
{{nav|floor|wide}}
 
[[Category:Buildings]]
 

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