Editing Room roles

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#REDIRECT [[Rooms#Roles]]
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{{Move|reason=Merge with [[Room stats]] -> Rooms|destination=Rooms}}
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Rooms have 'roles’ and [[Room stats|stats]] based on what is inside them. These are automatically-defined values that passively affect the behaviors and potentially the [[mood]] of characters in the room. Room roles and [[Room stats|stats]] can be inspected using the room inspection tool found in the bottom right of the screen.
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Only some room types grant a [[mood]] effect, identified in the table below.  To gain this mood effect, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room, sleeping in a bed in a bedroom, using a recreational facility in a rec room).  These mood effects are typically applied when a character ''begins'' said activity in the room, and last for 24 hours.
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While rooms can only have one of the room role labels at a time, they can fill multiple of them simultaneously and grant the benefits.  The associate thought and mood effect is triggered only by using the room for its associated purpose ''for each role''.  For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room.  However, a character will gain the thought about a Dining Room if they eat at the table in that room, as well as gaining the thought about a Rec Room if they utilize one of the recreational activities in the room.  If they, for example, only eat in the room and use a recreational activity elsewhere (ex. a [[Telescope]]), they'll only gain the dining room thought and not the rec room thought.
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Another common example is placing multiple "clean room" facilities, such a research benches, stoves, and hospital beds, in the same room so they all benefit from efforts towards a sterile environment.  However, neither the workshop role or the kitchen role has an associated thought, so this is less relevant for mood.
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Note that this does not apply across bedroom/barracks types, as beds can only be set to a single "type" per room.  For example, marking one bed as being for prisoners marks ''all'' beds in that room as being for prisoners, so a room cannot simultaneously be both a bedroom/barracks and a prison cell/barracks.
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The [[Room stats#Impressiveness|Impressiveness]] of a room only matters for the purposes of rooms with associated thoughts, as the mood benefit (or penalty) scales with the Impressiveness of the room.  Impressiveness has no impact on other room types.  However, the [[Beauty]] of a room applies to character within a room regardless of the room type (even for generic "Rooms"), proportional to how long the character spends in that room, so it can be beneficial to beautify ''any'' type of room that characters spend a solid amount of time in.
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Cleanliness has different impact for different room types.  For kitchens, cleanliness impacts the likelihood of the food having food poisoning.  For hospitals, it impacts the chances of a patient getting an infection.  For laboratories, it directly adjusts research time.  All of these are further modified by the level in the appropriate skill (cooking, medical, intellectual) of the character performing the task.
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Current roles include:
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{| class="wikitable"
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|-
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! Label
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! Mood Impact
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! Related Stats
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! Requirements
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|-
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| Room
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| None
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| None
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| No
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|-
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| Bedroom
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| [[Mood#Room_Stats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| A single [[Bed]], [[Bedroll]] or [[Sleeping spot]]
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|-
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| Barracks
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| [[Mood#Room_Stats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| Multiple [[Bed]]s, [[Bedroll]]s or [[Sleeping spot]]s
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|-
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| Prison cell
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| [[Mood#Situational_RoomStats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| A single [[prisoner]]'s [[bed]], [[Bedroll]] or [[sleeping spot]]
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|-
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| Prison barracks
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| [[Mood#Situation_RoomStats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| Multiple [[prisoner]]'s [[Bed]]s, [[Bedroll]]s or [[sleeping spot]]s
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|-
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| Dining room
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| [[Mood#Room_Stats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| [[Table]]
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|-
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| Rec room
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| [[Mood#Room_Stats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| [[Billiards table]], [[chess table]], [[horseshoes pin]]
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|-
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| Hospital
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| [[Mood#Situation_RoomStats|Yes]]
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| [[Beauty]], [[Room stats|Cleanliness]], [[Space]]
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| [[Hospital bed]], or any bed marked as Medical
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|-
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| Laboratory
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| No
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| [[Room stats|Cleanliness]]
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| [[Simple research bench]] or [[Hi-tech research bench]]
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|-
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| Workshop
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| No
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| None
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| [[Smithing bench]], [[Hand tailor bench]], [[Electric tailor bench]], [[sculptor's table]], [[Stonecutter's table]], [[Butcher table]], [[Machining table]], [[Electric smelter]], [[Brewery]], [[Drug lab]], [[Fabrication bench]], or [[Crafting spot]]
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|-
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| Throneroom{{RoyaltyIcon}}
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| No
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| [[Beauty]], [[Room stats|Cleanliness]], [[Room stats|Wealth]], [[Space]], [[Room stats|Impressiveness]]
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| [[Meditation throne]] or [[Grand meditation throne]]
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|-
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| Temple{{IdeologyIcon}} *
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| No
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| None
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| A [[Small altar|Small]]/[[Medium altar|Medium]]/[[Large altar|Large]] Altar / [[Ideogram]]
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|-
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| Kitchen
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| No
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| [[Room stats|Cleanliness]]
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| [[Electric stove]], [[fueled stove]] or [[butcher table]]
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|-
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| Tomb
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| No
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| None
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| [[Sarcophagus]]
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|-
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| Barn
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| No
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| None
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| [[Animal sleeping spot]], [[Animal bed]]
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|}
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<nowiki>*</nowiki> = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.
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Other pieces of [[furniture]] not mentioned such as [[chair]]s should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom".
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<noinclude>
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== Version history ==
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* [[Version/0.12.906|0.12.906]] - Added
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</noinclude>
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[[Category:Game mechanics]]

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