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A '''room''' is an enclosed space that has additional mechanics, interactions, and statistics associated with it.
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'''Room stats''' are automatically calculated values of a room that passively affects thoughts about and events in the room. Room stats can be inspected with the [[Room inspection tool]].  
 
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[[Room roles]], which also can be inspected with the same tool, may be affected by all, some or none of the room stats.
== General ==
 
Rooms are spaces that are fully enclosed with impassable objects such as [[wall]]s, [[door]]s (open or closed), [[vent]]s, natural rock, and [[cooler]]s. Corners do not need to be filled in order to enclose a room.
 
 
 
Rooms must be at least 75% [[roof]]ed in order to alter their [[temperature]] from that outside. Rooms without enough roof, or rooms that are no longer enclosed, will be considered outdoors for temperature, and will ''instantly'' become the outdoors temperature. Rooms with an open door or [[vent]] or with roof covering between 75% and 100% are still considered indoors - they'll leak heat faster, but their temperature can still be changed. For further information on temperature mechanics, see the [[temperature]] page.
 
 
 
Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the [[outdoors]] and [[indoors]] needs.
 
 
 
== Stats ==
 
[[File:quality preview.png|300px|right]]
 
'''Room stats''' are values of a room that passively affect both thoughts about the room itself and some events and activities that take place within. The stats of a room are automatically calculated from [[buildings]], [[floor]]ing, [[filth]], items that enclose or are within the room. Room stats can be inspected with the "Room Stats Display", which can be toggled on/off in the lower right corner of the screen or via a hotkey.
 
 
 
Room roles, which also can be inspected with the same tool, determine whether a colonist is affected by all, some or none of the room stats. Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room.
 
  
 
Room stats are:
 
Room stats are:
* Impressiveness (which is an aggregate of the four other stats)
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* Impressiveness (an aggregate of other stats)
 
* Wealth
 
* Wealth
 
* Space
 
* Space
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* Research speed (from ''cleanliness'')
 
* Research speed (from ''cleanliness'')
 
* Mood of the people residing in them, resulting in thoughts like
 
* Mood of the people residing in them, resulting in thoughts like
** "Impressive dining room"
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** "Ate in impressive dining room"
** "Impressive bedroom"
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** Owning impressive bedroom
** "Impressive barrack"
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** Owning bed in impressive barracks
** "Impressive rec room"
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** "Did joy activity in impressive rec room"
  
Related traits:
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Related [[traits]]:
* [[Greedy]]: Unhappy without sufficiently impressive bedroom.
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* Greedy: Unhappy without sufficiently impressive room.
* [[Jealous]]: Unhappy if anyone has a noticeably better bedroom.
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* Jealous: Unhappy if anyone has a noticeably better room.
* [[Ascetic]]: Unhappy if room is too impressive. Happy if bedroom is dull or worse.
+
* Ascetic: Unhappy if room is too impressive. Happy if room is dull or worse.
  
== Roles ==
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==Room roles==
'''Room roles''' are assigned to a [[room]] based on what is inside them, such as a ''bedroom'' or ''barracks'' when containing [[sleep furniture]].
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{{:Room roles}}
  
=== Summary ===
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== Impressiveness ==
Rooms have [[room stats|stats]]. This includes [[Impressiveness]] and its 4 composite stats ([[Beauty]], [[Cleanliness]], [[Wealth]], [[Space]]). These values are defined from the items inside. Stats can be inspected using the room inspection tool found in the bottom right of the screen. Rooms can fulfill multiple roles at once, despite the game displaying only 1 label at a time.
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The value for impressiveness is based on the four other stats (wealth, beauty, spaciousness and cleanliness) with a heavy weighting towards the weakest of the four, as well as spaciousness being a limiting factor.
  
Certain room types grant a [[mood]]let based on how impressive it is, and rely on all of its substats. To gain it, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room). They are typically applied when a colonist ''begins'' said activity in the room, and last for 24 hours. Not all rooms have moodlets related to Impressiveness.
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Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game.  However, the following rules of thumb can be applied:
 +
# If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room. For example, having a masterpiece work of art in a room (high ''beauty'') is not effective if the floor is covered in vomit (low ''cleanliness'').  It is very difficult to compensate for one low contributing factor by raising the others. '''Keep all relevant factors in mind equally when designing an impressive room.'''
 +
# Impressiveness is limited by room size.  '''Making a particularly small room ''impressive'' is very difficult.'''
 +
# Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect.  This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold.
  
Note that 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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=== Formula ===
 +
 
 +
The actual formula for calculating impressiveness involves multiple steps using a piecewise continuous function, so it's best to start with the basics.
 +
 
 +
First, each of the four stats has a corresponding divisor that's used to calculate that stat's base contribution.
 +
 
 +
: Wealth: '''W'''<sub>b</sub> = Wealth/1500
 +
: Beauty: '''B'''<sub>b</sub> = Beauty/3
 +
: Space: '''S'''<sub>b</sub> = Spaciousness/125
 +
: Cleanliness: '''C'''<sub>b</sub> = 1 + (Cleanliness/2.5)
  
In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. In other words, a medical [[bed]], [[simple research bench]], and [[electric stove]] all function off Cleanliness. Players may put several of these buildings in the same room, to take advantage of the stat for all of them.  
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So, a room with a Wealth stat of 3000 gives a '''W'''<sub>b</sub> value of 2 and a room with a Cleanliness of 0 gives a '''C'''<sub>b</sub> of 1.
  
Some room roles cannot have some buildings inside them, or they cease to function as the role or inflict a mood penalty. Examples include [[Titles#Thrones and Bedrooms|Throne rooms]] {{RoyaltyIcon}} and temples {{IdeologyIcon}} which cannot contain workstations and select other buildings without inflicting a mood penalty.
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Now the fancier part starts. If these base contributions are between -1 and 1, the contribution does not get further modified. ''However'', if it's above 1 (Or below -1 in the case of cleanliness, though that exact equation will be different), the value is modified to slow down the rate the impressiveness changes. The modified values become as follows:
  
Pawns also have separate needs for [[beauty]] and [[space]], which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for details.
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: modified = 1 + ln(base)  {{X|&nbsp;|5}}  ; when base is greater than or equal to 1.
 +
: modified = base  {{X|&nbsp;|15}}        ; when base is less than 1 and greater than -1.
 +
: modified = -(1 + ln(-base))    &nbsp;  ; when base is less than or equal to -1
  
How which role is displayed is chosen is currently unknown but the following rules have been observed:
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These are natural logs here, and what this means in practice is that a stat's contribution to the impressiveness continues to grow more slowly as the base stat continues to increase. Here's an example with Wealth:
* Over 50% of the sleep furniture being set to medical will turn a bedroom or barracks into a hospital
 
* A single item of sleep furniture will turn a barn, dining room, or laboratory into a bedroom. Multiple will instead convert them into a barracks.
 
* A single [[crafting spot]] will convert a dining room to a workshop.
 
* A single [[butcher spot]] will convert a dining room to a kitchen.
 
  
=== List of roles ===
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: Start with a room with a Wealth value of 3000.
{{Stub|section=1|reason=All the testing needed and "?"'s need resolving. Additionalli new polycule mechanics need to be explained}}
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: '''W'''<sub>b</sub> = 3000/1500 = 2
{| class="wikitable"
+
: '''W'''<sub>m</sub> = 1 + ln('''W'''<sub>b</sub>) = 1 + ln(2) =  1.69
! Label
+
 
! Mood Impact
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These modified values are then combined to give the ''impressiveness'' score as follows.
! Related Stats
 
! Requirements
 
|-
 
| Room
 
| None
 
| None
 
| No
 
|-
 
| Bedroom
 
| [[Mood#Room Stats|Yes]]
 
| [[Impressiveness]]
 
| A single* [[bed]], [[sleeping spot]], or other bed equivalent
 
|-
 
| Barracks
 
| [[Mood#Room Stats|Yes]]
 
| [[Impressiveness]]
 
| Multiple [[bed]]s, [[sleeping spot]]s, or other bed equivalent
 
|-
 
| Prison cell
 
| [[Mood#Situational RoomStats|Yes]]
 
| [[Impressiveness]]
 
| A single [[prisoner]]'s [[bed]], [[sleeping spot]], or other bed equivalent
 
|-
 
| Prison barracks
 
| [[Mood#Situation RoomStats|Yes]]
 
| [[Impressiveness]]
 
| Multiple [[prisoner]]'s [[bed]]s, [[sleeping spot]]s, or other bed equivalent
 
|-
 
| Dining room
 
| [[Mood#Room Stats|Yes]]
 
| [[Impressiveness]]
 
| [[Table]]
 
|-
 
| Rec room
 
| [[Mood#Room Stats|Yes]]
 
| [[Impressiveness]]
 
| [[Billiards table]], [[chess table]], [[horseshoes pin]]
 
|-
 
| Hospital
 
| [[Mood#Situation RoomStats|Yes]]
 
| [[Impressiveness]], [[Room stats|Cleanliness]]
 
| [[Hospital bed]], or any bed marked as Medical
 
|-
 
| Laboratory
 
| No
 
| [[Room stats|Cleanliness]]
 
| Any [[Research bench]], [[Mech gestator]] or [[Subcore encoder]] and their equivalents
 
|-
 
| Workshop
 
| No
 
| None
 
| [[Smithing bench]], [[Hand tailor bench]], [[Electric tailor bench]], [[Art bench]], [[Stonecutter's table]], [[Butcher table]], [[Machining table]], [[Electric smelter]], [[Brewery]], [[Drug lab]], [[Fabrication bench]], or [[Crafting spot]]
 
|-
 
| [[Throne room]] {{RoyaltyIcon}}
 
| No
 
| [[Impressiveness]]
 
| [[Meditation throne]] or [[Grand meditation throne]]
 
|-
 
| Temple {{IdeologyIcon}} **
 
| No
 
| None
 
| A [[Small altar|Small]]/[[Medium altar|Medium]]/[[Large altar|Large]] Altar / [[Ideogram]]
 
|-
 
| Kitchen
 
| No
 
| [[Room stats|Cleanliness]]
 
| [[Electric stove]], [[fueled stove]] or [[butcher table]]
 
|-
 
| Tomb
 
| No
 
| None
 
| [[Sarcophagus]]
 
|-
 
| Barn
 
| No
 
| None
 
| [[Animal sleeping spot]], [[Animal bed]]
 
|-
 
| Storeroom
 
| No
 
| None
 
| [[Shelf]]
 
|-
 
| Nursery {{BiotechIcon}}
 
| Yes?
 
| None
 
| [[Crib]] or [[Baby sleeping spot|Baby Sleeping Spot]]
 
|-
 
| Playroom {{BiotechIcon}}
 
| Yes?
 
| None
 
| [[Toy box|Toy Box]]
 
|-
 
| Classroom {{BiotechIcon}}
 
| Yes?
 
| None
 
| [[School desk|School Desk]]
 
|-
 
| Deathrest Chamber {{BiotechIcon}}
 
| Yes
 
| [[Room stats|Impressiveness]], Testing needed
 
| [[Deathrest casket]]
 
|}
 
<nowiki>*</nowiki> = Bedrooms are not turned into barracks if lovers, or their [[babies]] / [[children]],{{BiotechIcon}} share the same bedroom, even in separate beds. Also, [[crib]]s{{BiotechIcon}} and animal sleeping areas have no impact on creating barracks.<br/>
 
<nowiki>**</nowiki> = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.
 
  
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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Take a weighted sum of the average of the values and the smallest of the values:
<noinclude>
+
I' = (65 × ('''W'''<sub>m</sub> + '''B'''<sub>m</sub> + '''S'''<sub>m</sub> + '''C'''<sub>m</sub>) ÷ 4) + (35 × min('''W'''<sub>m</sub>, '''B'''<sub>m</sub>, '''S'''<sub>m</sub>, '''C'''<sub>m</sub>))
 +
This will make the smallest of the values contribute 51.25%, while the other three values each contribute 16.25%.
  
== Impressiveness ==
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As a final step we compare this impressiveness value to the ''spaciousness'' of the room:
The value for '''impressiveness''' is based on the four other room stats ('''wealth''', '''beauty''', '''spaciousness''' and '''cleanliness''').
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S' = 500 × S<sub>m</sub>
  
Any mood/thought effects from the room then depend on this impressiveness level, and not on the precise value. The ''exact'' impressiveness value (explained below) is rounded ''down'' to the nearest whole number (dropping fractions), and a label (or "level") of impressiveness will be given to the room, according to the table below. This level then triggers any relevant mood, positive or negative.  
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If I' > S', then
 +
  I = 0.25 × I' + 0.75 × S'
 +
else
 +
  I is just I'
 +
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness.
  
While the ''output'' mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will '''not''' round down ''inputs'' to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 ''Impressiveness'' to "Slightly impressive" at 50 ''Impressiveness'' directly impacts mood.
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=== Levels of impressiveness ===
  
The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the [[Mood#Situation RoomStats|relevant]] [[Mood#Room Stats|section]] of the Mood page.
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The exact ''impressiveness'' value will then be rounded to the nearest integer, and a label (or "level") of impressiveness will be given to the room, according to the below table.
  
::{| class="wikitable"
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Any mood effects from the room then depend on this impressiveness level, and not on the precise value.
 +
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| < 20
 
| < 20
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| wondrously impressive
 
| wondrously impressive
 
|}
 
|}
 
=== Guidelines ===
 
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:
 
 
* '''Keep all four room stats equally in mind, when designing an impressive room.''' There is a heavy weighting towards the ''weakest'' of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room. For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit and animal filth (low ''cleanliness'') - go figure. It is very difficult to compensate for one low contributing factor by raising the others.
 
 
* '''Making a particularly small room ''impressive'' is difficult.''' Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.
 
 
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes. Make sure that the room is not too close to a level threshold, and keep it clean.
 
 
* '''Do not go overboard''', ' There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*
 
:: (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)
 
 
=== Formula ===
 
: ('''<span style="color:red;">Math Warning!</span>''''' If math is not your roll, stick with the [[Room stats#Guidelines|Guidelines]], above. Otherwise, gird yourself and press on.'')
 
 
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.
 
 
The calculation is done in several steps:
 
# Scale the input values individually, so that typical in-game stats end up in a range of single digit values.
 
# Attenuate those values further by applying a logarithm function.
 
# Combine the results into an impressiveness score, using a weighted summation.
 
# Apply another attenuation function to the result depending on the space in the room.
 
 
The details of the calculation follow.
 
 
==== Base values ====
 
Firstly, all four "raw" stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:
 
 
: '''W'''<sub>b</sub> = ''wealth'' ÷ 1500
 
: '''B'''<sub>b</sub> = ''beauty'' ÷ 3
 
: '''S'''<sub>b</sub> = ''space'' ÷ 125
 
: '''C'''<sub>b</sub> = 1 + (''cleanliness'' ÷ 2.5)
 
 
''Example:'' a room with a ''wealth'' stat of 3000 has a '''W'''<sub>b</sub> value of 2 and a room with a ''cleanliness'' of 0 has a '''C'''<sub>b</sub> value of 1.
 
 
==== Modified values ====
 
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows:
 
m =  1 + ln(b)          (if b > 1)
 
m = [1 + ln(−b)] × −1  (if b < −1)
 
(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).
 
 
Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the "modified" base values will only meaningfully grow for low base values, before returns start to diminish rapidly. An example about room ''wealth'' explains it best.
 
 
Start with a room with a ''wealth'' of 3000:
 
: W<sub>b</sub> = 3000 ÷ 1500 = 2
 
: W<sub>m</sub> = 1 + ln(W<sub>b</sub>) = 1 + ln(2) = '''1.69'''
 
Now lets ''triple'' the ''wealth'' to 9000:
 
: W<sub>b</sub> triples to 6
 
: W<sub>m</sub> only changes from 1 + ln(2) = 1.69 (as above) to 1 + ln(6) = '''2.79'''
 
So, while we have '''tripled''' the ''wealth'', the derived value only increased by about 65%.
 
 
Now triple the wealth again to an absolutely ludicrous 27,000, getting us W<sub>m</sub> = '''3.89''', only about 40% more than the previous value, and only a little more than twice the 1.69 rating that we started out with – in total, the 800% added wealth resulted in only 130% of additional value towards room impressiveness (which is then usually attenuated even more, as explained in the next section).
 
 
==== Impressiveness score ====
 
These modified values are then combined to give the ''impressiveness'' score as follows.
 
 
Take a weighted sum of the average of the values and the smallest of the values:
 
I = (65 × ('''W'''<sub>m</sub> + '''B'''<sub>m</sub> + '''S'''<sub>m</sub> + '''C'''<sub>m</sub>) ÷ 4) + (35 × min('''W'''<sub>m</sub>, '''B'''<sub>m</sub>, '''S'''<sub>m</sub>, '''C'''<sub>m</sub>))
 
This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.
 
 
'''If the room is big enough, this is the final result.'''
 
 
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:
 
S' = 500 × S<sub>m</sub>
 
 
If I > S', then
 
  I' = 0.25 × I + 0.75 × S'
 
else
 
  I' = I (no change)
 
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness.
 
 
''Example:'' a "rather tight" room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100. Any impressiveness up to 100 would not be affected in this case. However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers). This is because the equation is
 
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101
 
therefore i = 4 (''i'' is the required increment).
 
 
==== Diminishing returns from room stats ====
 
Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving "fair" (ie. linear) returns:
 
* ''Wealth'' above 1,500
 
* ''Beauty'' above 3
 
* ''Cleanliness'' above 0 (i.e. when using any cleanliness enhancers)
 
* ''Space'' above 125
 
If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.
 
 
Furthermore observe that the factors (i.e.. modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1. Unless the room is "very spacious", or close to it, the decisive factor will thus be ''space'', then ''cleanliness''. This makes sense intuitively, since we usually associate "impressive rooms" with being very spacious.
 
  
 
== Wealth ==
 
== Wealth ==
This is the sum of the market value of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of [[power conduit]]s in walls ''is'' also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.
+
This is the sum of the market value of all items in the room and all walls (but not doors) surrounding the room.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-
 
|-
 
| < 500
 
| < 500
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| >= 1000000
 
| >= 1000000
 
| unbelievably luxurious
 
| unbelievably luxurious
 +
 
|}
 
|}
  
 
== Beauty ==
 
== Beauty ==
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence.
+
Does not includes the beauty value of the floors underneath the room's walls.
 
 
Room beauty is calculated as:
 
 
 
<pre>TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)
 
WeightedSize = size if (size > 40) else (20 + size / 2)
 
RoomBeauty = TotalBeauty / WeightedSize</pre>
 
 
 
This means that all rooms with less than 40 internal space will have their beauty penalised.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| < -3.5
 
| < -3.5
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|-
 
|-
 
| >= 2.4 and < 5
 
| >= 2.4 and < 5
| pretty
+
| rather nice
 
|-
 
|-
 
| >= 5 and < 15
 
| >= 5 and < 15
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{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Value
 
! Value
 
! Description
 
! Description
! typical size*
+
 
 
|-
 
|-
 
| < 12.5
 
| < 12.5
 
| cramped
 
| cramped
| 3x4 or smaller*
 
 
|-
 
|-
 
| >= 12.5 and < 29
 
| >= 12.5 and < 29
 
| rather tight
 
| rather tight
| 3x6, 4x5*
 
 
|-
 
|-
 
| >= 29 and < 55
 
| >= 29 and < 55
 
| average-sized
 
| average-sized
| 4x7, 5x6*
 
 
|-
 
|-
 
| >= 55 and < 70
 
| >= 55 and < 70
| somewhat spacious
+
| rather spacious
 
|-
 
|-
 
| >= 70 and < 130
 
| >= 70 and < 130
| quite spacious
+
| spacious
 
|-
 
|-
 
| >= 130 and < 349.5
 
| >= 130 and < 349.5
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| >= 349.5
 
| >= 349.5
 
| extremely spacious
 
| extremely spacious
 +
 
|}
 
|}
: (* These are "safe" approximations; as described, the items placed <u>in</u> the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is "free") in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, "rather tight".)
 
 
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's [[space]] need.
 
  
 
== Cleanliness ==
 
== Cleanliness ==
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause [[food poisoning]]. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of [[floor]]ing, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[butcher table]] and the [[stonecutter's table]]. Note that the type of [[floor]] under a door doesn't count for Cleanliness, but filth under a door does count.
+
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause food poisoning. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of [[filth]], and the cleanliness value of some furniture such as the [[Butcher table]] and the [[Stonecutter's table]].
  
:::{| class="wikitable"
+
{| class="wikitable"
 +
|-
 
! Room Cleanliness
 
! Room Cleanliness
 
! Description
 
! Description
Line 429: Line 241:
 
| dirty
 
| dirty
 
|-
 
|-
| >= -0.4 and < -0.05
+
| >= -0.4 and < -0.05
| slightly dirty
+
| a little bit dirty
 
|-
 
|-
 
| >= -0.05 and < 0.4
 
| >= -0.05 and < 0.4
Line 439: Line 251:
 
|}
 
|}
  
:{| class="wikitable"
+
 
 +
{| class="wikitable"
 
|-
 
|-
! Surface
+
! Object
! Cleanliness<br/>Value
+
! Cleanliness<br>Value
 
|-
 
|-
| [[Sterile tile]] floor || 0.6
+
| Sterile Tile floor || 0.6
 
|-
 
|-
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2
+
| Steel, Silver or Gold floor || 0.2
 
|-
 
|-
| all other constructed [[floor]]ing<nowiki>;</nowiki> [[Bridge]]s || 0
+
| Bridge and all other constructed flooring || 0
 
|-
 
|-
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0
+
| Smooth or Rough stone || 0
|-
 
| [[Straw matting]] || -0.1
 
 
|-
 
|-
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1
+
| Dirt floor (soil, gravel, etc.) || -1
 
|-
 
|-
 
| Marshy soil || -2
 
| Marshy soil || -2
 
|-
 
|-
| [[Chunk]]s || -2
+
| Blood || -10
|-
 
| [[Filth|Dirt, rubble, all other filth]] || -5
 
 
|-
 
|-
| [[Filth|Blood]] || -10
+
| Insect blood, vomit, fuel puddle || -15
 
|-
 
|-
| [[Filth|Insect blood, vomit, fuel puddle]] || -15
+
| Dirt, rubble, all other filth || -5
 
|-
 
|-
| [[Filth|Corpsebile]] || -20
+
| Chunks || -6
 
|}
 
|}
 +
  
 
Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".
 
Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".
  
The beauty value is ''not'' equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The ''beauty'' value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.
+
The beauty value is NOT equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The Beauty value is heavily affected by other furniture in the room, especially [[sculptures]] or [[plant pot]]s; a room or tile can be hideously dirty but still have a positive beauty value.
  
 
==== Test ====
 
==== Test ====
 +
 
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:
 
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:
  
:{| class="wikitable"
+
{| class="wikitable"
 
|+ Effect of filth over sterile rooms
 
|+ Effect of filth over sterile rooms
 
|-
 
|-
 
! Size m^2
 
! Size m^2
! Measurements
+
!Measurements
! Dirt beauty
+
!Dirt beauty
! Cleanliness<br/>Value
+
!Cleanliness<br>Value
! Cleanliness<br/>Value Difference
+
!Cleanliness<br>Value Difference
 
|-
 
|-
 
| 1 || 1*1 || -15 || -4.40/0.60 || -5
 
| 1 || 1*1 || -15 || -4.40/0.60 || -5
Line 495: Line 306:
  
 
'''Spilling behavior (observed in hospital):'''
 
'''Spilling behavior (observed in hospital):'''
* When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
+
*When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
  
 
'''Spilling test:'''
 
'''Spilling test:'''
* Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool".  
+
*Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool".  
* Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
+
*Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
  
 
'''Observation:'''
 
'''Observation:'''
* Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will.
+
*Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will.
 
'''After further observations:'''
 
'''After further observations:'''
* This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
+
*This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
* Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile.
+
*Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness than 1 x blood + 1 x firefoam on one tile.
  
 
'''Stacking of dirt and filth test'''
 
'''Stacking of dirt and filth test'''
* Method: 5*5 room, stacking as much filth as possible over all tiles.
+
*Method: 5*5 room, stacking as much filth as possible over all tiles.
** Adding blood (-30) from ''Spilling test''.  
+
**Adding blood (-30) from ''Spilling test''.  
** Adding fire foam (-25) using dev tools.
+
**Adding fire foam (-25) using dev tools.
** getting rid of the floor (-1).  
+
**getting rid of the floor (-1).  
** Adding vomit (-41).
+
**Adding vomit (-41).
** Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).  
+
**Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check).  
** insect fluids have not been tested.
+
**insect fluids have not been tested.
  
* Results:
+
*Results:
** From the given results it seems that the tiles can not have a beauty value past -107.
+
**From the given results it seems that the tiles can not have a beauty value past -107.
** It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
+
**It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
** Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
+
**Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
  
 
Observation:
 
Observation:
 
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
 
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
  
:{| class="wikitable"
+
{| class="wikitable"
 
|+ Beauty values by type of filth (sample) :
 
|+ Beauty values by type of filth (sample) :
 
|-
 
|-
 
! Filth
 
! Filth
! Beauty (outdoor)
+
!Beauty (outdoor)
! Beauty (indoor)
+
!Beauty (indoor)
 
|-
 
|-
 
| blood || -8 to -10 || -15 to -30
 
| blood || -8 to -10 || -15 to -30
Line 539: Line 350:
 
| fire foam || -8 || -25
 
| fire foam || -8 || -25
 
|-
 
|-
| item on floor || -6 to -7 || -6 to -7
+
| item on floor || -6 to -7|| -6 to -7
 
|-
 
|-
 
| meat on floor || -20 || -20
 
| meat on floor || -20 || -20
Line 557: Line 368:
  
 
'''Conclusion'''
 
'''Conclusion'''
* After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
+
*After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
** The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
+
**The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
** The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
+
**The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
* Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower).
+
*Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling form the patient in bed (bleeds slower).
** The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
+
**The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
** The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
+
**The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
 
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Added
 
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
 
* [[Version/1.3.3072|1.3.3072]] - Fix: Checking all beds instead of just humanlike ones for room owner.
 
* [[Version/1.4.3523|1.4.3523]] - Added a “storeroom” role for rooms with lots of shelves.
 
* [[Biotech DLC]] Release - Nursery, Playroom, Classroom, and Deathrest Chamber roles added.
 
 
 
[[Category:Game mechanics]]
 

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