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− | + | {{About|beauty of all items and structures|the Beauty stat of pawns|Beauty (Pawn)}} | |
− | {{About|beauty of all items and structures|the | ||
{{Stat | {{Stat | ||
| apply factors if negative = false | | apply factors if negative = false | ||
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== Environmental beauty == | == Environmental beauty == | ||
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− | Each map tile has an integer value that expresses its beauty. The value is the sum of the beauty values of all objects on that tile. In this case, objects include | + | Each map tile has an integer value that expresses its beauty. The value is the sum of the beauty values of all objects on that tile. In this case, objects include filth, clutter, flooring, furniture and other objects. |
− | + | {{See also|Environment#Beauty|l1=Environment}} | |
== Perceived beauty == | == Perceived beauty == | ||
− | A pawn constantly perceives the beauty of its environment in an | + | A pawn constantly perceives the beauty of its environment in an 8-tile radius (blocked by objects that break line of sight, such as walls and doors). The average of these beauty values is the effective beauty of the environment as perceived by the pawn at this moment. |
+ | [[File:ToggleShowBeauty.png|||frame|This icon of the mini toolbar toggles the '''beauty display'''. It shows the environmental and perceived beauty for the map tile under the mouse cursor while enabled. This is what a pawn would "see" if standing on a map tile.]] | ||
== Beauty need level == | == Beauty need level == | ||
− | The beauty [[need]] level of a pawn rises and falls with the perceived beauty. This is a delayed effect, and increases register much faster than decreases. | + | The beauty [[need]] level of a pawn rises and falls with the perceived beauty. This is a delayed effect, and increases register much faster than decreases. |
− | The level is displayed in percent. A value between 35% and 65% is considered "neutral", and has no effect on the pawn. Values outside that range, either particularly low or high, generate a positive or negative [[Thoughts list#Needs 2|thought]], influencing the pawn's [[mood]] (eg. "Unsightly environment -5" or "Pretty environment +5"). A value of 6 or higher in the beauty display will be enough to move the need towards 100%. | + | The level is displayed in percent. A value between 35% and 65% is considered "neutral", and has no effect on the pawn. Values outside that range, either particularly low or high, generate a positive or negative [[Thoughts list#Needs 2|thought]], influencing the pawn's [[mood]] (eg. "Unsightly environment -5" or "Pretty environment +5"). A value of 6 or higher in the beauty display will be enough to move the need towards 100%. |
Keeping the colonists in beautiful surroundings will, effectively, permanently increase their mood. | Keeping the colonists in beautiful surroundings will, effectively, permanently increase their mood. | ||
''Beauty need'' therefore works similarly to [[comfort]] need, but can only be fulfilled while the pawn is awake (while ''comfort need'' can also be fulfilled while sleeping on comfortable furniture). | ''Beauty need'' therefore works similarly to [[comfort]] need, but can only be fulfilled while the pawn is awake (while ''comfort need'' can also be fulfilled while sleeping on comfortable furniture). | ||
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== Physical beauty == | == Physical beauty == | ||
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− | In the case of pawn-made structures, the beauty stat is calculated from a base value, the | + | Physical beauty is a stat of many structures (normally pieces of furniture or artwork) and plants. In the case of pawn-made structures, the beauty stat is calculated from a base value, the type of material it is made from, and the quality level of the item. The exact value and calculation of the beauty stat for a specific item can be viewed by mousing over the "beauty" stat in the item's information window. |
Here, an example is given for a [[Small sculpture|''small marble sculpture'']] of "good" quality: [(base value of small sculptures) 50 * (material modifier for marble) 1.35 + (material offset for marble) 1] * (quality multiplier for "good quality") 2 = (final value) 137. This sculpture adds 137 of environmental beauty to the tile it is installed on, a fairly high value. | Here, an example is given for a [[Small sculpture|''small marble sculpture'']] of "good" quality: [(base value of small sculptures) 50 * (material modifier for marble) 1.35 + (material offset for marble) 1] * (quality multiplier for "good quality") 2 = (final value) 137. This sculpture adds 137 of environmental beauty to the tile it is installed on, a fairly high value. | ||
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The formula for pieces of furniture is identical, but their base beauty values are usually substantially lower (ex. a [[Bed]] has a base beauty value of 1) than those of works of art, whose primary purpose is to provide environmental beauty. | The formula for pieces of furniture is identical, but their base beauty values are usually substantially lower (ex. a [[Bed]] has a base beauty value of 1) than those of works of art, whose primary purpose is to provide environmental beauty. | ||
− | + | == Strategy == | |
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* Satisfying the ''beauty need'' of your pawns is one of the best ways to improve the [[mood]] in your colony. '''A beautiful environment can provide constant, substantial mood buffs''' practically everywhere, with zero required maintenance. | * Satisfying the ''beauty need'' of your pawns is one of the best ways to improve the [[mood]] in your colony. '''A beautiful environment can provide constant, substantial mood buffs''' practically everywhere, with zero required maintenance. | ||
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* If you need to keep stockpiles in areas that should be beautiful, like the recreation room or the hospital, put the items on [[shelf|shelves]]. Most objects laying naked on the floor have -5 beauty, this gets absorbed by the shelf. | * If you need to keep stockpiles in areas that should be beautiful, like the recreation room or the hospital, put the items on [[shelf|shelves]]. Most objects laying naked on the floor have -5 beauty, this gets absorbed by the shelf. | ||
* A single grand sculpture of very high quality ("masterwork" or "legendary") made of jade (or gold...) can turn even a large room full of rotten corpses into a "beautiful" environment. If you can get your hands on one of these, usually from an inspired master artist in your colony, place them strategically for the best possible impact. | * A single grand sculpture of very high quality ("masterwork" or "legendary") made of jade (or gold...) can turn even a large room full of rotten corpses into a "beautiful" environment. If you can get your hands on one of these, usually from an inspired master artist in your colony, place them strategically for the best possible impact. | ||
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[[Category:Status Level]] | [[Category:Status Level]] |