Difference between revisions of "Sterile tile"

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(The lead in talked about "compared to a 0 cleanliness room" but then discusses kitchens. Dirt can get dirty now. Food poison chance is never 0 and I don't wanna confuse newbies regarding that.)
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This tile is relatively slow to construct, taking almost 19x longer than a standard [[wood floor]].
 
This tile is relatively slow to construct, taking almost 19x longer than a standard [[wood floor]].
  
==Analysis==
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== Analysis ==
Cleanliness is useful for a few different types of buildings. Compared to a room at 0 cleanliness, sterile tiles help with:
+
{{Stub|section=1|reason= Comparisons to the chea[er/less research heavy [[steel tile]] inc hard numbers on their respective bonuses would be useful}}
*'''Hospitals'''. In a full room of sterile tiles, surgery success is increased by roughly {{Good|x1.05}}, while tend quality also increases. And, [[infection]] chance per wound is multiplied by x30%, compared to x50% at 0 Cleanliness. These factors can all save a pawn's life, so sterile tiles should be installed as you can afford it.
+
Cleanliness is important for a few different types of [[rooms]] and buildings. Having a high base cleanliness from sterile tiles means a greater margin before [[filth]] accumulation matters and, in some cases, provides additional bonuses.  The following are affected:
*'''Research rooms'''. [[Research]] is accelerated in a clean room, up to {{+|9%}} in a sterile room. Not a priority by any means, but useful if you have plenty of spare resources.
+
* '''Hospitals:''' In a full room of sterile tiles, surgery success is increased by roughly {{Good|x1.05}}, while tend quality also increases.{{Check Tag|How much?}} [[Infection]] chance per wound is also multiplied by x30%, compared to x50% at 0 Cleanliness. While maximum surgery success chance is possible without sterile tile, the extra cleanliness provides a buffer when patients start bleeding all over the floor and the extra tend quality can all save a pawn's life. Sterile tiles should be installed when can afford it.
*'''Kitchens'''. [[Cooking]] in a dirty room has a chance to give [[food poisoning]]. However, the cleanliness must be below -2.0 for the chance to exist. Therefore, [[straw matting]] or even dirt floor is sufficiently clean. Respectively, they prevent 95% or 100% of accumulated dirt, which makes up for the loss of Cleanliness.
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* '''Laboratories:''' [[Research]] is accelerated in a clean room, up to {{+|9%}} in a sterile room. Not a priority by any means, but useful if you have plenty of spare resources.
*'''[[Biosculpter pod]]s'''.{{IdeologyIcon}} Pods run up to {{+|15%}} faster in a sterile room. As room space doesn't matter, you can make a 2x3 room with just the pod inside it, which is easily affordable.
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* '''Kitchens:''' [[Cooking]] in a dirty room has a chance to give [[food poisoning]]. However, the cleanliness need only be -2.0 or above minimum chance. Therefore, even [[Terrain|dirt]] floor is sufficiently clean so long as filth is removed. [[Straw matting]] is as well and prevents 95% of accumulated dirt and trash, which usually makes up for the loss of cleanliness buffer over sterile tile.
 +
* '''[[Biosculpter pod]]s:'''{{IdeologyIcon}} Pods run up to {{+|15%}} faster in a sterile room. As room space doesn't matter, you can make a 2x3 room with just the pod inside it, which is easily affordable.
  
 
Cleanliness will also increase room impressiveness. However, using [[sculptures]] with [[concrete]], [[paved tile]]s, or [[steel tile]]s is typically more efficient. Sculptures also increase the [[Beauty]] need, which by itself will make colonists happy. Concrete and paved tiles have a clean time of 80%, and steel tiles match the sterile tiles' 60% cleaning.
 
Cleanliness will also increase room impressiveness. However, using [[sculptures]] with [[concrete]], [[paved tile]]s, or [[steel tile]]s is typically more efficient. Sculptures also increase the [[Beauty]] need, which by itself will make colonists happy. Concrete and paved tiles have a clean time of 80%, and steel tiles match the sterile tiles' 60% cleaning.
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In general, sterile tiles aren't an immediate priority to research. Get power, weapons, and enough defenses first so that your colony doesn't fall apart. Then you should get sterile tiles to help save lives. The research is also required for [[hospital bed]]s, which provide a further boost to medical success.
 
In general, sterile tiles aren't an immediate priority to research. Get power, weapons, and enough defenses first so that your colony doesn't fall apart. Then you should get sterile tiles to help save lives. The research is also required for [[hospital bed]]s, which provide a further boost to medical success.
  
===Room creation===
+
=== Room creation ===
 
As sterile tiles are expensive, you may want to combine hospitals and research rooms to make the most out of the buff. Otherwise, you may want to make hospitals small, to save on resources. The smallest room size to maintain cleanliness for triage is 4x5, but a single blood spill will make it dirty every time. Making it slightly bigger will increase resistance against filth. You can increase the size, which increases room Impressiveness, as you can afford it.
 
As sterile tiles are expensive, you may want to combine hospitals and research rooms to make the most out of the buff. Otherwise, you may want to make hospitals small, to save on resources. The smallest room size to maintain cleanliness for triage is 4x5, but a single blood spill will make it dirty every time. Making it slightly bigger will increase resistance against filth. You can increase the size, which increases room Impressiveness, as you can afford it.
  
 
Note that floor under a [[door]] doesn't count for Cleanliness, so you don't need to place sterile tiles on a doorway. However, [[filth]] on a door does count, and colonists stepping from dirt to a paved tile will accumulate filth.
 
Note that floor under a [[door]] doesn't count for Cleanliness, so you don't need to place sterile tiles on a doorway. However, [[filth]] on a door does count, and colonists stepping from dirt to a paved tile will accumulate filth.
  
===With straw matting===
+
=== With straw matting ===
Combining sterile tiles with [[straw matting]] can increase the cleanliness of a room, while decreasing the amount of filth. Put sterile tile under objects that won't be walked over, such as [[bed]]s, [[table]]s, and [[shelves]], and put straw matting elsewhere. [[Flower pot]]s or sculptures will offset the beauty from both tiles
+
Combining sterile tiles with [[straw matting]] can increase the cleanliness of a room, while decreasing the amount of filth. Put sterile tile under objects that won't be walked over, such as [[bed]]s, [[table]]s, and [[shelves]], and put straw matting elsewhere. [[Flower pot]]s or sculptures will offset the beauty from both tiles. Straw matting under the door is ideal as it won't reduce the cleanliness of the room but will prevent filth on that spot that can.
  
 
== Version history ==
 
== Version history ==

Revision as of 11:06, 29 November 2022

Sterile tile

Sterile tile

Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean.

Base Stats

Type
Floor
Market Value
24 Silver
Beauty
-1
Flammability
0%

Building

Size
1 × 1
Placeable
True
Cleanliness
+0.6
Move Speed Factor
100%

Creation

Required Research
Sterile materials
Skill Required
Construction 6
Work To Make
1,600 ticks (26.67 secs)
Resources to make
Steel 3 + Silver 12
Deconstruct yield
Steel 1 - 2 + Silver 6

Sterile tile is one of the many floors that you can construct. It has the highest cleanliness stat of 0.6. It also takes 60% of the time to clean.

Acquisition

Sterile tiles can be constructed once the Sterile materials research project has been completed. Each tile requires Steel 3 Steel, Silver 12 Silvers, 1,600 ticks (26.67 secs) of work, and a Construction skill of 6.

This tile is relatively slow to construct, taking almost 19x longer than a standard wood floor.

Analysis

Cleanliness is important for a few different types of rooms and buildings. Having a high base cleanliness from sterile tiles means a greater margin before filth accumulation matters and, in some cases, provides additional bonuses. The following are affected:

  • Hospitals: In a full room of sterile tiles, surgery success is increased by roughly ×1.05, while tend quality also increases.[How much?] Infection chance per wound is also multiplied by x30%, compared to x50% at 0 Cleanliness. While maximum surgery success chance is possible without sterile tile, the extra cleanliness provides a buffer when patients start bleeding all over the floor and the extra tend quality can all save a pawn's life. Sterile tiles should be installed when can afford it.
  • Laboratories: Research is accelerated in a clean room, up to +9% in a sterile room. Not a priority by any means, but useful if you have plenty of spare resources.
  • Kitchens: Cooking in a dirty room has a chance to give food poisoning. However, the cleanliness need only be -2.0 or above minimum chance. Therefore, even dirt floor is sufficiently clean so long as filth is removed. Straw matting is as well and prevents 95% of accumulated dirt and trash, which usually makes up for the loss of cleanliness buffer over sterile tile.
  • Biosculpter pods:Content added by the Ideology DLC Pods run up to +15% faster in a sterile room. As room space doesn't matter, you can make a 2x3 room with just the pod inside it, which is easily affordable.

Cleanliness will also increase room impressiveness. However, using sculptures with concrete, paved tiles, or steel tiles is typically more efficient. Sculptures also increase the Beauty need, which by itself will make colonists happy. Concrete and paved tiles have a clean time of 80%, and steel tiles match the sterile tiles' 60% cleaning.

In general, sterile tiles aren't an immediate priority to research. Get power, weapons, and enough defenses first so that your colony doesn't fall apart. Then you should get sterile tiles to help save lives. The research is also required for hospital beds, which provide a further boost to medical success.

Room creation

As sterile tiles are expensive, you may want to combine hospitals and research rooms to make the most out of the buff. Otherwise, you may want to make hospitals small, to save on resources. The smallest room size to maintain cleanliness for triage is 4x5, but a single blood spill will make it dirty every time. Making it slightly bigger will increase resistance against filth. You can increase the size, which increases room Impressiveness, as you can afford it.

Note that floor under a door doesn't count for Cleanliness, so you don't need to place sterile tiles on a doorway. However, filth on a door does count, and colonists stepping from dirt to a paved tile will accumulate filth.

With straw matting

Combining sterile tiles with straw matting can increase the cleanliness of a room, while decreasing the amount of filth. Put sterile tile under objects that won't be walked over, such as beds, tables, and shelves, and put straw matting elsewhere. Flower pots or sculptures will offset the beauty from both tiles. Straw matting under the door is ideal as it won't reduce the cleanliness of the room but will prevent filth on that spot that can.

Version history

  • 0.12.906 - Added
  • 1.4.3523 - Beauty decreased from 0 to -1. Cleaning time factor added. Description changed from Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build. to Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build, but quick to clean.