Sculptures

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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. They are one of the most effective ways to improve a rooms impressiveness. A finished piece of art gets a quality that affects the beauty and market value.

The 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.

Types of Sculptures

Sculptures come in three sizes:

  • Small sculptures, which are 1x1 and require 50 materials or 500 small volume materials (silver or gold).
  • Large sculptures, which are 1x1 and require 100 materials or 1000 small volume materials (silver or gold).
  • Grand sculptures, which are 2x2 and require 400 materials or 4000 small volume materials (silver or gold). Although the grand size occupies 2x2 tiles, the beauty of the piece is attributed to one of the four tiles only, yielding the same overall beauty per tile as four large sculptures.

On each individual page is a table detailing statistics on sculptures.

As of Alpha 17 through 1.1, sculptures are bought by all incoming trade caravans and have a sell price multiplier of 110%, making them valuable trade goods.

The following table describes normal-quality steel sculptures. Using other materials may multiply the beauty, max HP, and work-to-make by a factor (steel, the baseline, has a factor of 1), and also change the resulting market value.

Sculptures Size Materials Beauty (Normal) Max HP Work to make Value (Normal) Beauty/work Value/Work Value/Material
Small 1x1 50 50 90 300 159.8 0.1667 0.5327 3.196
Large 1x1 100 100 150 500 298 0.2 0.596 2.98
Grand 2x2 400 400 300 1750 1138 0.2286 0.6503 2.845

Market Value Calculation

In 1.1, market value is computed as (market value of materials) + (work to make) * 0.216, and the result is multiplied by a quality factor given in the table below. (For example, steel's market price is $1.9, so a normal large sculpture has $190 in materials + (500 * 0.216 = 108) = $298.) If the quality increases the value, the increase is capped by a number independent of the size of the sculpture, ranging from +500 for good-quality items to +3000 for legendary items (which in practice mostly matters for grand sculptures made with something more expensive than steel, and for gold sculptures).

When and What To Use

The small sculpture has the highest work:material ratio (6 vs 5 vs 4.4); since the base value (before the quality modifier) is work + material, that gives small sculptures the highest value per material and lowest value per work, while grand sculptures are the opposite.

If you're installing the sculptures to make a room impressive, it's worth noting that, in terms of beauty and wealth per tile, large and grand sculptures are equally efficient (1 grand is almost exactly the same as 4 large), but small sculptures are half as efficient (unfortunately, they can't occupy only half a tile).

The large sculpture is the best for bedrooms, as installing a 2x2 grand sculpture lowers the quality of the room by making it cramped.

Sculptures should be installed in areas where pawns stay for a large amount of time, such as in research rooms, where your researcher will probably be sitting from dawn to dusk, in crafting rooms, while your crafters are on their fifth day trying to finish that set of power armor, and in kitchens (especially in larger colonies, in which cooking will probably be a full time job). They should also be put in dining and recreation rooms, where rooms give a higher positive moodlet the higher the impressiveness of a room.

Quality of Sculptures

Quality Table

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)

The quality value-increase caps may also be considered in terms of the item's base value. For example, since good quality gives +25% of base value capped at +500, that means the good-quality cap is hit on any item whose base value exceeds 2000. The excellent-quality cap likewise hits when +50% base value = +1000 <--> base value = 2000 (again), while masterwork's cap hits at base value 1333, and legendary's cap at base value 750. Thus, if, say, you keep legendary items and only care about the cap on lower-quality items, then don't make gold sculptures (even small gold sculpture = $5058), and for grand sculptures only use steel ($1138) or stone ($775-$850) or wood ($745).

Here are the factors applied by each type of material:

Material Cost Work Beauty Max HP Flammability
Silver 10 1 2 +6 0.7 0.4
Gold 100 0.9 4 +20 0.6 0.4
Steel 1.9 1 1 1 0.4
Plasteel 9 2.2 1 2.8 0
Wood 1.2 0.7 1 0.65 1
Uranium 6 1.9 0.5 2.5 0
Jade 5 1.4 2.5 +10 0.5 0
Sandstone .9 1.1 1.1 1.4 0
Granite .9 1.3 1 1.7 0
Limestone .9 1.3 1 1.55 0
Slate .9 1.3 1.1 1.3 0
Marble .9 1.15 1.35 +1 1.2 0

For example, a large jade sculpture takes $500 in jade and 700 work time to make, has a (normal-quality) beauty of 260 (100 x 2.5 + 10), and has 75 HP.

Story Generation

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
  • 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

  • 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.