Difference between revisions of "Sculptures"

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(Enabling quality on sculpture pages to make their Stat Tables work correctly, broke this table. Removing quality for now, but adding a quality toggle might be worth while IFF the load time isn't too badly affected.)
 
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<onlyinclude><includeonly>==Sculptures==
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'''Sculptures''' are artistic [[buildings]] that typically have a high [[beauty]] stat. There are four types of sculptures:
{{main|Sculptures}}<br/></includeonly>
 
  
Sculptures are pieces of art made at a [[sculptor's table]] that add (or not) beauty to any room they're in once they are installed. A finished piece of art gets a [[quality]] that affects the [[beauty]] and [[Market_Value|market value]].
+
* [[Small sculpture]]
 +
* [[Large sculpture]]
 +
* [[Grand sculpture]]
 +
* [[Terror sculpture]] {{IdeologyIcon}}
  
The [[Menus#Art|artist's]] skill is a driving factor in the quality of the sculpture. Sculptures can be reinstalled or uninstalled. Sculptures may be deconstructed to salvage 75% of its [[materials]]. If a sculpture job is interrupted for any reason the sculptor will drop the piece on the table, and it will be in an unfinished state until the same author finishes it. A sculptor cannot work on another sculptor's piece. The inspect pane indicates the name of the piece's sculptor and how much work is remaining. The stockpile filter includes an entry for unfinished sculptures (under >Items >Unfinished) which allows the player to control where they are stored if keeping them by the table becomes an inconvenience. The piece will be named under a title and although same titles can be used, the storylines will differ ex. [[:File:Blue Forest.png]] vs [[:File: Blue Forest alt 1.png]].
+
== Summary ==
</onlyinclude>
+
[[File:UnfinishedSculpture.png|left|thumb|Unfinished sculpture]]
 +
All four sculptures are created from an [[art bench]] using {{Icon Small|stuff}} [[Wood]], [[Stone|Stony]], or [[Metal]]lic ingredients. Counterintuitively, stone sculptures are not made from stone [[chunk]]s, but from [[stone block]]s.
  
Sculptures come in three sizes:
+
The sculptor's [[Artistic]] skill is the primary factor in determining the sculptures' [[quality]]. A sculptor cannot work on another sculptor's piece.
* [[Small sculpture]]s require 70 materials or 700 small volume materials (silver, gold, or uranium).
 
* [[Large sculpture]]s require 135 materials or 1350 small volume materials (silver, gold, or uranium).
 
* [[Grand sculpture]]s require 260 materials or 2600 small volume materials (silver, gold, or uranium). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only.
 
On each individual page is a table detailing statistics on sculptures.
 
  
As of Alpha 17, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110% making them valuable trade goods.
+
The three sculptures in Core have a high [[beauty]] rating, which depends on the sculpture size, material, and [[quality]]. [[Terror sculpture]]s do not increase beauty, but instead increase [[suppression]] of [[slave]]s.{{IdeologyIcon}}
  
 +
All sculptures have a 1.1x [[Sell Price Multiplier]], making them sell for more when compared to other items of the same [[market value]].
 +
 +
All sculptures will have a name and story, like items of excellent or higher qualities. See [[#Story Generation]] below for more details.
 +
 +
The following table compares the four sculptures:
 +
 +
<div><li style="display: inline-table;">
 
{| {{STDT| sortable c_24 text-center}}
 
{| {{STDT| sortable c_24 text-center}}
! Sculptures!! Materials!! Beauty (Normal)!! Max HP !! Work to make !! Value (Normal)!! Beauty/work !! Value/Work !! Value/Material
+
! Sculpture !! Size !! Materials !! Base Beauty<ref group="*" name="quality">Base values. Ignoring multipliers and offsets from materials or [[quality]].</ref> !! {{HP}}<ref group="*" name="quality" /> !! Work to make<ref group="*" name="quality" />
 +
|-
 +
! {{DLC Icons| {{#vardefineecho:art|Small sculpture}} }}
 +
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
|-
! [[Small_sculpture|Small ]]
+
! {{DLC Icons| {{#vardefineecho:art|Large sculpture}} }}
| 50 || | 50 || | 90 || | 300 || | 205|| |0.1667 || |0.6833|| |2.9285
+
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
|-
! [[Large_sculpture|Large ]]
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! {{DLC Icons| {{#vardefineecho:art|Grand sculpture}} }}
| 100 || | 100 || | 150 || | 500 || | 380|| | 0.2 || |0.76|| |2.8148
+
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 
|-
 
|-
! [[Grand_sculpture|Grand ]]  
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! {{DLC Icons| {{#vardefineecho:art|Terror sculpture}} }}
| 220 || | 240 || | 250 || | 1084 || | 755 || | 0.2214|| | 0.6965|| |2.9038
+
| {{Q|{{#var:art}}|Size}}
 +
| {{Required Resources| {{#var:art}} }}
 +
| {{#vardefineecho:beauty| {{Q|{{#var:art}}|Beauty Base}} }}
 +
| {{Q|{{#var:art}}|Max Hit Points Base}}
 +
| {{Ticks| {{#vardefineecho:work| {{formatnum:{{Q|{{#var:art}}|Work To Make}}|R}} }} }}
 +
|}
 +
</li></div>
 +
<references group="*"/>
 +
 
 +
=== Meditation ===
 +
{{Royalty|section=1}}
 +
Pawns with the ''Artistic'' [[Psycasts#Psyfocus|meditation]] focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or [[Ascetic]].
 +
 
 +
The highest quality sculpture is the primary source of psyfocus:
 +
{| {{STDT| c_07 text-center}}
 +
! Quality
 +
! Awful
 +
! Poor
 +
! Normal
 +
! Good
 +
! Excellent
 +
! Masterwork
 +
! Legendary
 +
|-
 +
! Base Strength
 +
| +12%
 +
| +16%
 +
| +20%
 +
| +22%
 +
| +24%
 +
| +26%
 +
| +28%
 +
|}
 +
 
 +
The other, surrounding sculptures give a much smaller boost:
 +
{| {{STDT| c_07 text-center}}
 +
! Quality
 +
! Awful
 +
! Poor
 +
! Normal
 +
! Good
 +
! Excellent
 +
! Masterwork
 +
! Legendary
 +
|-
 +
! Strength Offset
 +
| +0%
 +
| +0%
 +
| +1%
 +
| +1%
 +
| +1%
 +
| +2%
 +
| +2%
 
|}
 
|}
  
 +
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.
 +
 +
== Analysis ==
 +
<onlyinclude>Sculptures can quickly increase the [[Impressiveness]] of a [[room]] through Wealth and Beauty, in addition to fulfilling the actual [[beauty|beauty need]]. Certain rooms give increasing [[mood]] buffs for being more impressive:
 +
* Dining room
 +
* Rec room
 +
* Bedroom (Barracks, Prison Rooms)
 +
* Hospital
 +
* Throne room {{RoyaltyIcon}} & Ritual room {{IdeologyIcon}}
 +
 +
Other than these rooms, place art where pawns will stay for a long time, such as work stations. For extra efficiency, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.
 +
 +
Note that sculptures increase a ''room'''s beauty rating from anywhere inside, but will only fulfill the beauty ''need'' when in an 8-tile radius from a pawn.
 +
 +
=== Which sculpture to create ===
 +
An initial consideration is the material the sculpture is to be constructed from - some materials, namely {{#ask: [[Beauty Offset::>0.000001]]}}, have a beauty offset. This offset is added after the beauty multiplier and only applied once per item. As such, there is an advantage in beauty per tile for large sculptures over grand sculptures when made of one of those materials. For example, Jade has beauty factor of {{Q|Jade|Beauty Factor}} and an offset of {{Q|Jade|Beauty Offset}}. As such a Jade grand sculpture would have a total beauty of ({{Q|Grand sculpture|Beauty Base}} × {{Q|Jade|Beauty Factor}}) + {{Q|Jade|Beauty Offset}} or {{#expr:{{Q|Grand sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}}}}. Conversely, the {{#expr: {{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}}} large sculptures you could construct with the same materials would have a total beauty of {{#expr:({{Q|Grand sculpture|Resource 1 Amount}}/{{Q|Large sculpture|Resource 1 Amount}}) * ({{Q|Large sculpture|Beauty Base}}*{{Q|Jade|Beauty Factor}}+{{Q|Jade|Beauty Offset}})}}. In a similar vein, there is an advantage in beauty per material for small sculptures and, to a lesser extent, large sculptures. The effects of this offset are most visible at lower qualities, and the other factors in choosing a sculpture size are usually more relevant, however, it should be considered if one of the aforementioned materials will be used.
 +
 +
Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest [[Market Value]] per material. Therefore, small sculptures are the most profitable to sell per material. Small sculptures also have another advantage when selling: [[quality]] is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of [[gold]] or [[silver]], are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.
 +
 +
Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.
 +
 +
Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have [[inspiration#inspired creativity|inspired creativity]], assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A [[gold]] grand sculpture costs {{Market Value Calculator|Grand sculpture|Gold|Normal}} {{Icon Small|Silver}} at Normal quality and {{Market Value Calculator|Grand sculpture|Gold|Legendary}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr:{{Market Value Calculator|Grand sculpture|Gold|Legendary}}-{{Market Value Calculator|Grand sculpture|Gold|Normal}}}} {{Icon Small|Silver}}. Four large sculptures would cost {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}} at Normal quality and {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}}} {{Icon Small|Silver}} at Legendary quality, an increase of {{#expr: 4*{{Market Value Calculator|Large sculpture|Gold|Legendary}}- 4*{{Market Value Calculator|Large sculpture|Gold|Normal}}}} {{Icon Small|Silver}}.</onlyinclude>
 +
 +
== Material table ==
 +
'''Note:''' The table below assumes Normal quality. For the effect of other qualities, see the [[#Quality table|Quality table]] or the [[Quality]] page. Keep in mind that while Beauty is multiplied by the factor from quality directly, the market value increase from quality is capped. As such, the qualitative differences between 2 sculptures may be different at different qualities. The ratios of Beauty/Value, Value/Work, and Value/Material are provided as a rough guide only.
 +
<div><li style="display: inline-table;">
 +
{| {{STDT|sortable c_01 text-right}}
 +
! Sculptures
 +
! Material
 +
! data-sort-type="number" | Beauty
 +
! data-sort-type="number" | Work to Build
 +
! data-sort-type="number" | HP
 +
! data-sort-type="number" | Flamma&shy;bility
 +
! data-sort-type="number" | Market Value
 +
! Beauty<br>/Work
 +
! Beauty<br>/Value
 +
! Value<br>/Work
 +
! Value<br>/Material <!--
 +
-->{{#vardefine:multipleBuildings|true}}<!--
 +
-->{{#vardefine:workValueRatios|true}}<!--
 +
-->{{#vardefine:useWorkToMake|true}}<!--
 +
-->{{#vardefine:beautyFactor|1}}<!--
 +
SMALL SCULPTURE
 +
-->{{#vardefine:name        | Small sculpture}}<!--
 +
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 +
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 +
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 +
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 +
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 +
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 +
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 +
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 +
    | format = template
 +
    | template = Building Stats Table Row
 +
    | link = none
 +
}}<!--
 +
LARGE SCULPTURE
 +
-->{{#vardefine:name        | Large sculpture}}<!--
 +
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 +
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 +
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 +
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 +
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 +
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 +
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 +
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 +
    | format = template
 +
    | template = Building Stats Table Row
 +
    | link = none
 +
}}<!--
 +
GRAND SCULPTURE
 +
-->{{#vardefine:name        | Grand sculpture}}<!--
 +
-->{{#vardefine:beauty      | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}<!--
 +
-->{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}<!--
 +
-->{{#vardefine:HP          | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}<!--
 +
-->{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}<!--
 +
-->{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}<!--
 +
-->{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}<!--
 +
-->{{#vardefine:work        | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}<!--
 +
-->{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}  || [[Stuff Category::Fabric]]  OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}
 +
          {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]
 +
    | format = template
 +
    | template = Building Stats Table Row
 +
    | link = none
 +
}}
 +
|}
 +
</li></div>
 +
 +
== Quality table ==
 
{| {{STDT|sortable c_24 text-center}}
 
{| {{STDT|sortable c_24 text-center}}
! Quality !! Base Beauty Modifier !! Base Value Modifier
+
! Quality !! Base [[Beauty]]<br/>Modifier !! Base Value<br/>Modifier
 
|-
 
|-
!Awful
+
! Awful
 
| -10%
 
| -10%
| 40%
+
| 50%
 
|-
 
|-
!Shoddy
+
! Poor
| 10%
 
| 60%
 
|-
 
!Poor
 
 
| 50%
 
| 50%
| 80%
+
| 75%
 
|-
 
|-
!Normal
+
! Normal
 
| 100%
 
| 100%
 
| 100%
 
| 100%
 
|-
 
|-
!Good
+
! Good
| 150%
 
| 120%
 
|-
 
!Superior
 
 
| 200%
 
| 200%
| 150%
+
| 125% (max +500)
 
|-
 
|-
!Excellent
+
! Excellent
| 350%
+
| 300%
| 200%
+
| 150% (max +1000)
 
|-
 
|-
!Masterwork
+
! Masterwork
 
| 500%
 
| 500%
| 300%
+
| 250% (max +2000)
|-
 
!Legendary
 
| 1000%
 
| 600%
 
 
|-
 
|-
 +
! Legendary
 +
| 800%
 +
| 500% (max +3000)
 
|}
 
|}
  
 +
== Story generation ==
 +
{{Rewrite|reason=More precise description of how the story is put together. See RulePacks_Art_DescriptionsPhysical.xml and RulePacks_Art_Descriptions.xml|section=1}}
 +
Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
 +
* A past event occurring in or to the colony (see below)
 +
* A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
 +
* A border to the art (e.g. "a triangular border")
 +
* A texture (e.g. "''insert texture example''")
 +
* A design style (e.g. "conveys a feeling of rage and happiness")
 +
* A location (e.g. "in a town")
  
Each sculpture has it's own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:
+
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
*A past event occurring in or to the colony
+
* killings
*A seemingly random event with no relation to the colony
+
* social fights
*A border to the art
+
* drunkenness
*A texture
+
* vomiting
*A design style
+
* landing in drop pods
*A location
+
* artwork created
 +
* struck ore
 +
* person captured
 +
* person recruited
 +
* animal trained
 +
* animal hunted
 +
* surgery done
 +
* someone was on fire
 +
* someone went psychotic
 +
* someone [[Mood#Mental Breakdowns|gave up]]
  
The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:
+
Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions
*killings
+
 
*drunkenness
+
== Version history ==
*vomiting
+
* [[Version/0.9.722|0.9.722]] - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
*landing in drop pods
+
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.
*artwork created
 
*struck ore
 
*person captured
 
*person recruited
 
*animal trained
 
*animal hunted
 
*surgery done
 
*someone was on fire
 
*someone went psychotic
 
*someone [[Mood#Mental_Breakdowns|gave up]]
 
  
Alternatively, they can contain something random, without relating to any events in the colony at all. {{asof|A17}} this affects more on the beauty than before; random furniture has less or no beauty effect.
+
{{Nav|furniture|wide}}
 +
[[Category:Furniture|#Sculptures]]

Latest revision as of 00:00, 9 November 2023

Sculptures are artistic buildings that typically have a high beauty stat. There are four types of sculptures:

Summary[edit]

Unfinished sculpture

All four sculptures are created from an art bench using Stuff Wood, Stony, or Metallic ingredients. Counterintuitively, stone sculptures are not made from stone chunks, but from stone blocks.

The sculptor's Artistic skill is the primary factor in determining the sculptures' quality. A sculptor cannot work on another sculptor's piece.

The three sculptures in Core have a high beauty rating, which depends on the sculpture size, material, and quality. Terror sculptures do not increase beauty, but instead increase suppression of slaves.Content added by the Ideology DLC

All sculptures have a 1.1x Sell Price Multiplier, making them sell for more when compared to other items of the same market value.

All sculptures will have a name and story, like items of excellent or higher qualities. See #Story Generation below for more details.

The following table compares the four sculptures:

  • Sculpture Size Materials Base Beauty[* 1] HP[* 1] Work to make[* 1]
    Small sculpture 1 × 1 Stuff 50 Stuff (Metallic/Woody/Stony) 50 90 18,000 ticks (5 mins)
    Large sculpture 1 × 1 Stuff 100 Stuff (Metallic/Woody/Stony) 100 150 30,000 ticks (8.33 mins)
    Grand sculpture 2 × 2 Stuff 400 Stuff (Metallic/Woody/Stony) 400 300 105,000 ticks (29.17 mins)
    Terror sculpture Content added by the Ideology DLC 1 × 1 Stuff 100 Stuff (Metallic/Woody/Stony) -5 150 30,000 ticks (8.33 mins)
    1. 1.0 1.1 1.2 Base values. Ignoring multipliers and offsets from materials or quality.

    Meditation[edit]

    Pawns with the Artistic meditation focus can use sculptures in a 10-tile radius to increase psyfocus. This includes all pawns who are not Tribal or Ascetic.

    The highest quality sculpture is the primary source of psyfocus:

    Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Base Strength +12% +16% +20% +22% +24% +26% +28%

    The other, surrounding sculptures give a much smaller boost:

    Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Strength Offset +0% +0% +1% +1% +1% +2% +2%

    The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality.

    Analysis[edit]

    Sculptures can quickly increase the Impressiveness of a room through Wealth and Beauty, in addition to fulfilling the actual beauty need. Certain rooms give increasing mood buffs for being more impressive:

    • Dining room
    • Rec room
    • Bedroom (Barracks, Prison Rooms)
    • Hospital
    • Throne room Content added by the Royalty DLC & Ritual room Content added by the Ideology DLC

    Other than these rooms, place art where pawns will stay for a long time, such as work stations. For extra efficiency, you can combine these rooms to make the most out of the sculptures. If Dining, Recreation, and Work all happen in the same room, then the same sculpture can apply to all 3 rooms, in addition to the general increase to Wealth.

    Note that sculptures increase a room's beauty rating from anywhere inside, but will only fulfill the beauty need when in an 8-tile radius from a pawn.

    Which sculpture to create[edit]

    An initial consideration is the material the sculpture is to be constructed from - some materials, namely Gold, Marble blocks, Silver, Jade, have a beauty offset. This offset is added after the beauty multiplier and only applied once per item. As such, there is an advantage in beauty per tile for large sculptures over grand sculptures when made of one of those materials. For example, Jade has beauty factor of 2.5 and an offset of 10. As such a Jade grand sculpture would have a total beauty of (400 × 2.5) + 10 or 1010. Conversely, the 4 large sculptures you could construct with the same materials would have a total beauty of 1040. In a similar vein, there is an advantage in beauty per material for small sculptures and, to a lesser extent, large sculptures. The effects of this offset are most visible at lower qualities, and the other factors in choosing a sculpture size are usually more relevant, however, it should be considered if one of the aforementioned materials will be used.

    Small sculptures are the worst for beauty. For each point of beauty, they require the most work and take up the most space. Yet, because small sculptures take the most work, they have the highest Market Value per material. Therefore, small sculptures are the most profitable to sell per material. Small sculptures also have another advantage when selling: quality is a multiplier to market value, but can only increase value up to a flat cap. Small sculptures, especially of gold or silver, are less impacted by the cap than the larger sculptures. Plus, traders likely won't have enough money to afford a masterwork grand sculpture.

    Conversely, large and grand sculptures are better to actually place around your base. Both are equally as space efficient (before rounding). You can place 4 large sculptures in 4 separate locations, as opposed in a grand sculpture needing a 2x2 space. This makes large sculptures a better solution for bedrooms and other smaller rooms, and a more flexible option generally.

    Making grand sculptures exhibits a greater risk - if it turns out awful, you've had wasted 4 sculpture's worth of time. Conversely, grand sculptures are the best when you have inspired creativity, assuming you can actually complete it. It may be wise to work on a grand sculpture, suspend it before it's completed, and finish it once the inspiration hits. Grand sculptures are also the most wealth efficient way to provide beauty of all sculptures, due to the aforementioned market value cap. A gold grand sculpture costs 40340 Silver at Normal quality and 43340 Silver at Legendary quality, an increase of 3000 Silver. Four large sculptures would cost 40380 Silver at Normal quality and 52380 Silver at Legendary quality, an increase of 12000 Silver.

    Material table[edit]

    Note: The table below assumes Normal quality. For the effect of other qualities, see the Quality table or the Quality page. Keep in mind that while Beauty is multiplied by the factor from quality directly, the market value increase from quality is capped. As such, the qualitative differences between 2 sculptures may be different at different qualities. The ratios of Beauty/Value, Value/Work, and Value/Material are provided as a rough guide only.

  • Sculptures Material Beauty Work to Build HP Flamma­bility Market Value Beauty
    /Work
    Beauty
    /Value
    Value
    /Work
    Value
    /Material
    Small sculpture Bioferrite Bioferrite Content added by the Anomaly DLC 12 045,000 ticks (12.5 mins) 180 75% 200 Silver 0 0.06 0.004 4
    Small sculpture Gold Gold 220 016,200 ticks (4.5 mins) 54 40% 5,060 Silver 0.014 0.043 0.312 10.12
    Small sculpture Granite blocks Granite blocks 50 023,400 ticks (6.5 mins) 153 0% 129 Silver 0.002 0.388 0.006 2.58
    Small sculpture Limestone blocks Limestone blocks 50 023,400 ticks (6.5 mins) 140 0% 129 Silver 0.002 0.388 0.006 2.58
    Small sculpture Marble blocks Marble blocks 68 020,700 ticks (5.75 mins) 108 0% 120 Silver 0.003 0.567 0.006 2.4
    Small sculpture Plasteel Plasteel 50 039,600 ticks (11 mins) 252 0% 595 Silver 0.001 0.084 0.015 11.9
    Small sculpture Sandstone blocks Sandstone blocks 55 019,800 ticks (5.5 mins) 126 0% 116 Silver 0.003 0.474 0.006 2.32
    Small sculpture Silver Silver 106 018,000 ticks (5 mins) 63 40% 565 Silver 0.006 0.188 0.031 1.13
    Small sculpture Slate blocks Slate blocks 55 023,400 ticks (6.5 mins) 117 0% 129 Silver 0.002 0.426 0.006 2.58
    Small sculpture Steel Steel 50 018,000 ticks (5 mins) 90 40% 160 Silver 0.003 0.313 0.009 3.2
    Small sculpture Jade Jade 135 025,200 ticks (7 mins) 45 0% 340 Silver 0.005 0.397 0.013 6.8
    Small sculpture Uranium Uranium 25 034,200 ticks (9.5 mins) 225 0% 425 Silver 0.001 0.059 0.012 8.5
    Small sculpture Wood Wood 50 012,600 ticks (3.5 mins) 59 100% 105 Silver 0.004 0.476 0.008 2.1
    Large sculpture Bioferrite Bioferrite Content added by the Anomaly DLC 25 075,000 ticks (20.83 mins) 300 75% 345 Silver 0 0.072 0.005 3.45
    Large sculpture Gold Gold 420 027,000 ticks (7.5 mins) 90 40% 10,095 Silver 0.016 0.042 0.374 10.095
    Large sculpture Granite blocks Granite blocks 100 039,000 ticks (10.83 mins) 255 0% 230 Silver 0.003 0.435 0.006 2.3
    Large sculpture Limestone blocks Limestone blocks 100 039,000 ticks (10.83 mins) 233 0% 230 Silver 0.003 0.435 0.006 2.3
    Large sculpture Marble blocks Marble blocks 136 034,500 ticks (9.58 mins) 180 0% 215 Silver 0.004 0.633 0.006 2.15
    Large sculpture Plasteel Plasteel 100 066,000 ticks (18.33 mins) 420 0% 1,140 Silver 0.002 0.088 0.017 11.4
    Large sculpture Sandstone blocks Sandstone blocks 110 033,000 ticks (9.17 mins) 210 0% 210 Silver 0.003 0.524 0.006 2.1
    Large sculpture Silver Silver 206 030,000 ticks (8.33 mins) 105 40% 1,110 Silver 0.007 0.186 0.037 1.11
    Large sculpture Slate blocks Slate blocks 110 039,000 ticks (10.83 mins) 195 0% 230 Silver 0.003 0.478 0.006 2.3
    Large sculpture Steel Steel 100 030,000 ticks (8.33 mins) 150 40% 300 Silver 0.003 0.333 0.01 3
    Large sculpture Jade Jade 260 042,000 ticks (11.67 mins) 75 0% 650 Silver 0.006 0.4 0.015 6.5
    Large sculpture Uranium Uranium 50 057,000 ticks (15.83 mins) 375 0% 805 Silver 0.001 0.062 0.014 8.05
    Large sculpture Wood Wood 100 021,000 ticks (5.83 mins) 98 100% 196 Silver 0.005 0.51 0.009 1.96
    Grand sculpture Bioferrite Bioferrite Content added by the Anomaly DLC 100 262,500 ticks (72.92 mins) 600 75% 1,245 Silver 0 0.08 0.005 3.113
    Grand sculpture Gold Gold 1620 094,500 ticks (26.25 mins) 180 40% 40,340 Silver 0.017 0.04 0.427 10.085
    Grand sculpture Granite blocks Granite blocks 400 136,500 ticks (37.92 mins) 510 0% 850 Silver 0.003 0.471 0.006 2.125
    Grand sculpture Limestone blocks Limestone blocks 400 136,500 ticks (37.92 mins) 465 0% 850 Silver 0.003 0.471 0.006 2.125
    Grand sculpture Marble blocks Marble blocks 541 120,750 ticks (33.54 mins) 360 0% 795 Silver 0.004 0.681 0.007 1.988
    Grand sculpture Plasteel Plasteel 400 231,000 ticks (64.17 mins) 840 0% 4,430 Silver 0.002 0.09 0.019 11.075
    Grand sculpture Sandstone blocks Sandstone blocks 440 115,500 ticks (32.08 mins) 420 0% 775 Silver 0.004 0.568 0.007 1.938
    Grand sculpture Silver Silver 806 105,000 ticks (29.17 mins) 210 40% 4,380 Silver 0.008 0.184 0.042 1.095
    Grand sculpture Slate blocks Slate blocks 440 136,500 ticks (37.92 mins) 390 0% 850 Silver 0.003 0.518 0.006 2.125
    Grand sculpture Steel Steel 400 105,000 ticks (29.17 mins) 300 40% 1,140 Silver 0.004 0.351 0.011 2.85
    Grand sculpture Jade Jade 1010 147,000 ticks (40.83 mins) 150 0% 2,530 Silver 0.007 0.399 0.017 6.325
    Grand sculpture Uranium Uranium 200 199,500 ticks (55.42 mins) 750 0% 3,120 Silver 0.001 0.064 0.016 7.8
    Grand sculpture Wood Wood 400 073,500 ticks (20.42 mins) 195 100% 745 Silver 0.005 0.537 0.01 1.863
  • Quality table[edit]

    Quality Base Beauty
    Modifier
    Base Value
    Modifier
    Awful -10% 50%
    Poor 50% 75%
    Normal 100% 100%
    Good 200% 125% (max +500)
    Excellent 300% 150% (max +1000)
    Masterwork 500% 250% (max +2000)
    Legendary 800% 500% (max +3000)

    Story generation[edit]

    Each sculpture has its own semi-randomly generated story based on past events in the colony and pre-written story segments. These stories tend to contain any of the following:

    • A past event occurring in or to the colony (see below)
    • A seemingly random event with no relation to the colony (e.g. "hundreds of doctors and engineers eating mushrooms")
    • A border to the art (e.g. "a triangular border")
    • A texture (e.g. "insert texture example")
    • A design style (e.g. "conveys a feeling of rage and happiness")
    • A location (e.g. "in a town")

    The events sometimes depicted in the story can be about any of the following that occurred in the colony's history:

    • killings
    • social fights
    • drunkenness
    • vomiting
    • landing in drop pods
    • artwork created
    • struck ore
    • person captured
    • person recruited
    • animal trained
    • animal hunted
    • surgery done
    • someone was on fire
    • someone went psychotic
    • someone gave up

    Alternatively, they can contain something random, without relating to any events in the colony at all (e.g. "this sculpture bears a portrayal of a cube"). Because of this grammar generator, artwork can have some humorous descriptions

    Version history[edit]

    • 0.9.722 - Sculptures now have sizes - small, large, and grand. Now have generated descriptions of what they depict. Will depict events that happened earlier in a colony’s life, include: killings, drunkenness, vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
    • 1.1.2654 - Increase psyfocus gain of sculptures by 2, up to a max of 28 at legendary quality.