![]() In other words, a medical bed, simple research bench, and electric stove all function off Cleanliness. In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. a Telescope), they'll only gain the dining room thought and not the rec room thought. If they, for example, only eat in the room and use a recreational activity elsewhere (ex. 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. For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room. The associate thought and mood effect is triggered only by using the room for its associated purpose for each role. 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. Not all rooms have moodlets related to Impressiveness. They are typically applied when a colonist begins said activity in the room, and last for 24 hours. To gain it, the room must be used by a character for its associated purpose (ex. Rooms can fulfill multiple roles at once, despite the game displaying only 1 label at a time.Ĭertain room types grant a moodlet based on how impressive it is, and rely on all of its substats. Stats can be inspected using the room inspection tool found in the bottom right of the screen. These values are defined from the items inside. This includes Impressiveness and its 4 composite stats ( Beauty, Cleanliness, Wealth, Space). Room roles are assigned to a room based on what is inside them, such as a bedroom or barracks when containing sleep furniture. Ascetic: Unhappy if room is too impressive.Jealous: Unhappy if anyone has a noticeably better bedroom.Greedy: Unhappy without sufficiently impressive bedroom.Mood of the people residing in them, resulting in thoughts like.Medical treatment quality (from cleanliness).Impressiveness (which is an aggregate of the four other 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 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 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. The stats of a room are automatically calculated from buildings, flooring, filth, items that enclose or are within the room. 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. Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the Outdoors and Indoors needs. For further information on temperature mechanics, see the Temperature page. 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. 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 must be at least 75% roofed in order to alter their temperature from that outside. ![]() ![]() Corners do not need to be filled in order to enclose a room. Rooms are spaces that are fully enclosed with impassible objects such as walls, doors (open or closed), vents, natural rock, and coolers. 4.2.4 Diminishing returns from room statsĪ room is an enclosed space that has additional mechanics, interactions, and statistics associated with it. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |