The difference is clear I hope, even with wood / marble-poor biomes. But this effect is very small - a single excellent sculpture is going to contribute around ~10x the beauty of an entirely stone tiled 15-tile room. Of course, floors may also increase cleanliness (if you didn’t use a rough stone room), and also don’t count against your space rating. Steel normal - 3$/beauty, excellent - 1.5$/beauty Marble normal - 1.59$/beauty, excellent - 0.78$/beauty Wood normal - 1.95$/beauty, 100 beauty/tile. Stone floor 7.6 / tile (net +2 beauty/tile) - 3.8$/beautyĬarpet 13.4 / tile (for net +3 beauty/tile) - 4.4$/beautyĬompare, for example, some representative large sculptures: Wood floor 3.9 / tile (net beauty difference of +1/tile) - 3.9$/beauty So lets look at the beauty / wealth ratio of tiling: So overinvesting wealth to achieve low mood gains from impressive rooms actually has a significant drawback (this is why I view tutorials such as Yeti’s bedroom guide not so much wrong as useless, as they do not factor in practical play considerations such as this). But how efficient is it, really? Remember that expectations is a thing - as your total wealth grows, your pawns also suffer effective mood penalties that are global and unconditional. One oft stated reason to floor your rooms is beauty improvement over the base -1 of soil and rough stone. Reason 3 – Get the max return for your wealth, and a concise practical bedroom/barracks guide Seriously this was one of the most annoying things of having floors I am glad I never have to do this again ![]() Here are the relevant code in the defines that governs a room’s food poisoning contribution (to see a it ingame, you can also turn on advanced room stat view in dev mode): Įssentially, at –5 cleanliness, there is 5% food poisoning chance, which linearly goes to 0% at… -2 cleanliness. But it turns out you don’t even need to do that. So you might be wondering, what about food poisoning? Surely you don’t want to cook on a dirt floor! Well, you could use the previous information, and only put your kitchen in rough stone. Reason 2 – Never have kitchen food poisoning problems again Good thing we don’t actually need to do it, with this knowledge! late game.Ĭleaning in vanilla is also painfully inefficient since it relies on home area, so you run into either issues with firefighting or designating sane cleaning zones. Thus, in general, the percent of total available labor dedicated to cleaning floored bases is much higher in early vs. But early game, practically every movement involved in collecting resources involves a movement from outside (unfloored) to constructed tile, resulting in dirt. Later in the game, most pawns in their daily work in floored bases are moving from constructed to constructed tile, and these movements don’t produce dirt. Realizing that dirt production is proportional to unfloored tile -> constructed tile connections also explains why having a cleaner is also especially punishing for early game. But again, regular rocks like slate/granite will give you disgusting rough-hewn stone instead. Side note - you can access more rough stone by mining under resource veins. This makes rough stone an extremely valuable type of terrain. This should be distinguished from rough-hewn stone (which resides under mined out rocks), and smoothed stone, which can get dirt-tracked onto it. ![]() Not only can it not get dirt tracked onto it, it has a cleanliness value of 0.00, equivalent to most non-sterile tiled rooms. Rough stone is a special tile in this regard. ![]() Or, to put it in a more catchy way, dirt can’t get dirty. Obvious solution is – don’t use constructed tile. Trash is produced while human pawn is walking on a constructed tile.Īnimal filth is produced while animal pawn is walking on a constructed tile. What if I was to say that a janitor could be made, aside from the occasional drop pod raid, completely unnecessary?ĭirt is produced by going from an unfloored tile such as soil to a constructed tile. One of the things that is drilled into a new players head is the underrated vitalness of a cleaner. So let’s start with “why I don’t build floors.” So I believe this information should be pretty widely applicable. In general, this information is drawn off play experience, or the play experience of others on Cass/merciless, almost exclusively in vanilla settings (I don’t believe things like Moody have hidden game mechanic altering features, at least.). From “mildly curious” to “turns merciless raids into basebuilder” to “useful information for ethical players” hopefully this series will have something for everyone. Figured I would share some of the ‘unintended mechanics’ I and kakarotultrainstinct have learned over our time playing this game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |