Editing Filth
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | <!-- Game data for this page can be found in \ThingDefs_Misc\Filth_Various.xml --> | + | <!-- Game data for this page can be found in \ThingDefs_Misc\Filth_Various.xml --> |
'''Filth''' is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative '''[[beauty]]''' and '''[[cleanliness]]''' stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences. | '''Filth''' is a broad term for any of several types of tile effects, all of which possess unique in-game appearances. Most types of filth have negative '''[[beauty]]''' and '''[[cleanliness]]''' stats. Filth does not hinder movement, manipulation, or field of view, and cannot be picked up. Filth is often spontaneous and unpreventable, with potentially disastrous consequences. | ||
− | Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects [[food poisoning]], [[room]] quality, [[research speed]], | + | Many colonist tasks are directly impacted by the nearby presence of filth. The cleanliness room stat affects [[food poisoning]], [[room]] quality, [[research speed]], [[medical tend quality]], and [[surgery]] success chance. |
Filth is also a major factor on your colonists' [[mood]]. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts. | Filth is also a major factor on your colonists' [[mood]]. Pawns who have been in a filthy, ugly environment too long will gain a negative thought. Filth can quickly destroy the quality rating of an otherwise fine room, too, depriving your colonists of potential positive thoughts. | ||
== Generation == | == Generation == | ||
− | |||
− | + | Filth is most frequently a problem on '''hard floors''' like [[concrete]], [[wood floor]], or [[rough stone]]. These hard floor-types accumulate dirt from pawns much faster than natural terrain, like soil or sand. Several types of filth may stack on the same tile at the same time, with cumulative beauty effects. | |
− | + | Some types of filth like '''"foot-traffic"''' dirt and colonists' '''trash''' are passively emitted periodically. An animal's [[filth rate]] determines how often it spontaneously produces '''animal filth''' on hard floors. In general, large animals produce a lot of animal filth and should thus be kept off of hard floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal to or lower than humans. | |
+ | [[Straw matting]] can be used to absorb some animal filth, but it is highly flammable. | ||
− | + | When a pawn is moving from terrain to floors, there is a chance for a pawn to track filth along their path for some number of tiles.{{Check Tag|Detail needed|What filth, what chance, how many tiles. Also add detail to Floors page}} | |
== Interactions == | == Interactions == | ||
− | {{ | + | {{stub|section=1|reason=Account for floor clean time multi}} |
Filth is removed from a tile by colonists assigned to [[Work#Clean|Cleaning]] or by rain if [[Roof|unroofed]]. Only filth in the [[Home area]] will be cleaned; tiles outside the home area will be ignored. | Filth is removed from a tile by colonists assigned to [[Work#Clean|Cleaning]] or by rain if [[Roof|unroofed]]. Only filth in the [[Home area]] will be cleaned; tiles outside the home area will be ignored. | ||
Line 26: | Line 26: | ||
However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty. | However, in comparison to streets/paths in the base state soil tiles are only of neutral beauty and have a walk speed penalty. | ||
− | Indoors: Soil does collect | + | Indoors: Soil does collect dirt from foot traffic and spreads it to pawns’ shoes, has -1 cleanliness and -3 beauty per tile indoors. |
== Summary table == | == Summary table == | ||
Line 76: | Line 76: | ||
| Fireproof foam from a firefoam popper | | Fireproof foam from a firefoam popper | ||
| -25 ({{#expr:-25*0.3 round 0}}) || -5 || {{Check}} || {{Check}} || {{Check}} || 100 || 5 - 10 || style="text-align:left;" | Prevents fire from igniting. | | -25 ({{#expr:-25*0.3 round 0}}) || -5 || {{Check}} || {{Check}} || {{Check}} || 100 || 5 - 10 || style="text-align:left;" | Prevents fire from igniting. | ||
+ | |- id = "Hair" | ||
+ | ! style="text-align:left;" | Hair | ||
+ | | Produced by changing hair at a [[Styling station]]{{IdeologyIcon}} | ||
+ | | -10 ({{#expr:-10*0.3 round 0}}) || -5 || {{Check}} || {{Cross}} || {{Cross}} || 35 || 30 - 40 || | ||
|- id = "Machine bits" | |- id = "Machine bits" | ||
! style="text-align:left;" | Machine bits | ! style="text-align:left;" | Machine bits | ||
Line 110: | Line 114: | ||
|- id = "Water puddle" | |- id = "Water puddle" | ||
! style="text-align:left;" | Water puddle | ! style="text-align:left;" | Water puddle | ||
− | | Produced by [[psycast#Waterskip|Waterskip]] psycast {{RoyaltyIcon}} | + | | Produced by [[psycast#Waterskip|Waterskip]] psycast{{RoyaltyIcon}} |
| -10 ({{#expr:-10*0.3 round 0}}) || -5 || {{Cross}} || {{Check}} || {{Cross}} || 30 || 0.2 - 0.4 || style="text-align:left;" | Prevents fire from igniting. | | -10 ({{#expr:-10*0.3 round 0}}) || -5 || {{Cross}} || {{Check}} || {{Cross}} || 30 || 0.2 - 0.4 || style="text-align:left;" | Prevents fire from igniting. | ||
− | |||
− | |||
− | |||
− | |||
|- id = "Dried blood" | |- id = "Dried blood" | ||
! style="text-align:left;" | Dried blood {{IdeologyIcon}} | ! style="text-align:left;" | Dried blood {{IdeologyIcon}} | ||
Line 127: | Line 127: | ||
|- id = "Pod slime" | |- id = "Pod slime" | ||
! style="text-align:left;" | Pod slime {{IdeologyIcon}} | ! style="text-align:left;" | Pod slime {{IdeologyIcon}} | ||
− | | Produced from a completed or rejected cycle in a [[Biosculpter pod]] {{IdeologyIcon}} | + | | Produced from a completed or rejected cycle in a [[Biosculpter pod]] {{IdeologyIcon}}. |
| -30 ({{#expr:-30*0.3 round 0}}) || -5 || {{Cross}} || {{Check}} || {{Check}} || 70 || 35 - 40 || | | -30 ({{#expr:-30*0.3 round 0}}) || -5 || {{Cross}} || {{Check}} || {{Check}} || 70 || 35 - 40 || | ||
|- id = "Ragged uniform" | |- id = "Ragged uniform" | ||
Line 140: | Line 140: | ||
|- id = "Flammable bile" | |- id = "Flammable bile" | ||
! style="text-align:left;" | Flammable bile {{BiotechIcon}} | ! style="text-align:left;" | Flammable bile {{BiotechIcon}} | ||
− | | Flammable puddles created by the [[Genes#Ability|Fire spew]] {{BiotechIcon}} ability | + | | Flammable puddles created by the [[Genes#Ability|Fire spew]]{{BiotechIcon}} ability |
| ? (-4) || ? || ? || {{Check}} || {{Check}} || ? || ? || style="text-align:left;" | Can be lit on fire; has properties similar to chemfuel puddles. | | ? (-4) || ? || ? || {{Check}} || {{Check}} || ? || ? || style="text-align:left;" | Can be lit on fire; has properties similar to chemfuel puddles. | ||
|- id = "Floor drawing" | |- id = "Floor drawing" | ||
Line 168: | Line 168: | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
− | + | File:BloodA.png|Blood variant A | |
− | + | File:BloodB.png|Blood variant B | |
− | + | File:BloodC.png|Blood variant C | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | BloodA.png|Blood variant A | ||
− | BloodB.png|Blood variant B | ||
− | BloodC.png|Blood variant C | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
</gallery> | </gallery> | ||
<gallery> | <gallery> | ||
− | + | File:RubbleA.png|Rubble | |
− | + | File:SandbagsA.png|Scattered sandbags | |
− | + | File:SlagBitsA.png|Scattered slag | |
− | |||
− | |||
</gallery> | </gallery> | ||
Line 245: | Line 182: | ||
* [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain. | * [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain. | ||
* [[Ideology DLC]] Release - Added pod slime. | * [[Ideology DLC]] Release - Added pod slime. | ||
− | * [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them | + | * [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them. |
− | |||
* [[Biotech DLC]] Release - Added floor drawing, spent acid, and flammable bile. | * [[Biotech DLC]] Release - Added floor drawing, spent acid, and flammable bile. | ||
* [[Anomaly DLC]] Release - Added metalhorror debris, dark blood, twisted flesh, gray flesh and fleshmass debris. | * [[Anomaly DLC]] Release - Added metalhorror debris, dark blood, twisted flesh, gray flesh and fleshmass debris. | ||
[[Category:Environment]] | [[Category:Environment]] |