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<!-- Game data for this page can be found in \ThingDefs_Misc\Filth_Various.xml -->
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<!-- 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]], infection chance, and [[surgery]] success chance.  
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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 ==
Several types of filth may stack on the same tile at the same time, with cumulative beauty effects.
 
  
A pawn's [[Filth Rate]] determines how often it spontaneously produces '''dirt''' on floors. In general, large animals produce a lot of animal filth and should thus be kept off of floors using [[zones]]. Smaller animals like the [[husky]] or [[cat]] have filth rates equal or comparable to humans.
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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.  
  
Anytime a pawn moves on a terrain like soil, there is a chance for dirt to stick to their feet. When a pawn with dirt on their feet then walks on a non-dirt surface, like concrete or stone tile, there is a chance that the dirt can fall off their feet and create dirt on that floor. Limiting the frequency of transitions from dirt to not-dirt flooring is very important for maintaining a clean base.  
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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.
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[[Straw matting]] can be used to absorb some animal filth, but it is highly flammable.
  
[[Straw matting]] has a filth rate multiplier that affects both types of dirt generation. Straw matting will reduce the natural filth generation of pawns, like farm animals and even humans, that occur from the Filth Rate statistic. Straw matting also affects the dirt that is created when a pawn walks on a dirt surface and then walks on a non-dirt surface. When a colonist with dirt on their feet walks on Straw matting there is a greatly reduced chance that the dirt will fall off. This reduced chance does not clean the dirt off the pawn's feet.
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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}}
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{{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.
  
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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 animal filth from Filth Rate. Indoor Soil also spreads dirt to pawns’ shoes. Indoor Soil has -1 cleanliness and -3 beauty per tile indoors.
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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 ==
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| 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.
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|- id = "Hair"
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! style="text-align:left;" | Hair
 +
| Produced by changing hair at a [[Styling station]]{{IdeologyIcon}}
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| -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
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|- 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}}
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| 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 = "Hair"
 
! style="text-align:left;" | Hair {{IdeologyIcon}}
 
| Produced by changing hair at a [[Styling station]] {{IdeologyIcon}}
 
| -10 ({{#expr:-10*0.3 round 0}})    ||  -5                  || {{Check}} || {{Cross}} || {{Cross}} ||  35 || 30 - 40 ||
 
 
|- id = "Dried blood"
 
|- id = "Dried blood"
 
! style="text-align:left;" | Dried blood {{IdeologyIcon}}
 
! style="text-align:left;" | Dried blood {{IdeologyIcon}}
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|- 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}}
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| 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"
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|- 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
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| 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"
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== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
Grainy A.png|Grainy
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File:BloodA.png|Blood variant A
Liquid fuel A.png|Chemfuel puddle
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File:BloodB.png|Blood variant B
Machine bits A.png|Machine bits
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File:BloodC.png|Blood variant C
RubbleA.png|Rubble
 
SandbagsA.png|Scattered sandbags
 
SlagBitsA.png|Scattered slag
 
Vomit bit.png|Vomit
 
</gallery>
 
<gallery>
 
Ash A.png|Ash variant A
 
Ash B.png|Ash variant B
 
Ash C.png|Ash variant C
 
</gallery>
 
<gallery>
 
Bile A.png|Bile variant A
 
Bile B.png|Bile variant B
 
Bile C.png|Bile variant C
 
</gallery>
 
<gallery>
 
BloodA.png|Blood variant A
 
BloodB.png|Blood variant B
 
BloodC.png|Blood variant C
 
</gallery>
 
<gallery>
 
Fire foam A.png|Firefoam variant A
 
Fire foam B.png|Firefoam variant B
 
Fire foam C.png|Firefoam variant C
 
</gallery>
 
<gallery>
 
Hair A.png|Hair variant A
 
Hair B.png|Hair variant B
 
Hair C.png|Hair variant C
 
</gallery>
 
<gallery>
 
Pool soft A.png|Soft pool variant A
 
Pool soft B.png|Soft pool variant B
 
Pool soft C.png|Soft pool variant C
 
</gallery>
 
<gallery>
 
Spatter A.png|Spatter variant A
 
Spatter B.png|Spatter variant B
 
Spatter C.png|Spatter variant C
 
</gallery>
 
<gallery>
 
Trash A.png|Trash variant A
 
Trash B.png|Trash variant B
 
Trash C.png|Trash variant C
 
</gallery>
 
<gallery>
 
Dried blood A.png|Dried blood variant A {{IdeologyIcon}}
 
Dried blood B.png|Dried blood variant B {{IdeologyIcon}}
 
Dried blood C.png|Dried blood variant C {{IdeologyIcon}}
 
Dried blood D.png|Dried blood variant D {{IdeologyIcon}}
 
Dried blood E.png|Dried blood variant E {{IdeologyIcon}}
 
</gallery>
 
<gallery>
 
Oil smear A.png|Oil smear variant A {{IdeologyIcon}}
 
Oil smear B.png|Oil smear variant B {{IdeologyIcon}}
 
Oil smear C.png|Oil smear variant C {{IdeologyIcon}}
 
</gallery>
 
<gallery>
 
Moldy uniform A.png|Ragged uniform variant A {{IdeologyIcon}}
 
Moldy uniform B.png|Ragged uniform variant B {{IdeologyIcon}}
 
Moldy uniform C.png|Ragged uniform variant C {{IdeologyIcon}}
 
 
</gallery>
 
</gallery>
 
<gallery>
 
<gallery>
Scattered documents A.png|Scattered documents variant A {{IdeologyIcon}}
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File:RubbleA.png|Rubble
Scattered documents B.png|Scattered documents variant B {{IdeologyIcon}}
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File:SandbagsA.png|Scattered sandbags
Scattered documents C.png|Scattered documents variant C {{IdeologyIcon}}
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File:SlagBitsA.png|Scattered slag
Scattered documents D.png|Scattered documents variant D {{IdeologyIcon}}
 
Scattered documents E.png|Scattered documents variant E {{IdeologyIcon}}
 
 
</gallery>
 
</gallery>
  
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* [[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. New filth types: Dried blood, scattered documents, ragged uniform, and oil smear
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* [[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/1.3.3200|1.3.3200]] - Fix: Blood from scarification is from cutter, not cuttee.
 
 
* [[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]]

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