Rooms

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A room is a fully enclosed space with either impassable objects such as walls, doors (open or closed), vents, natural rock, and coolers, or fence-like objects such as Fences and Barricades. Corners do not need to be filled in order to enclose a room.
== General ==
Rooms require to at least be 75% roofed in order to alter their temperature from that outside. Rooms without enough roof, or those no longer enclosed, will be considered outdoors for this purpose and will instantly adopt the outdoors temperature. Rooms with open doors, vents, or partial roof cover (75%-100%) are considered indoors - while these will leak heat faster, their temperature can still be changed. For further information on temperature mechanics, see the temperature page.
Rooms that are at least 75% roofed and less than 300 unroofed tiles are considered indoors for the outdoors and indoors needs.
Do note that the maximum size a room can have is 36 map regions. The equivalent size in tiles varies based on the position and shape of the room, but as reference:
* The maximum area possible per room is 5184 tiles (72x72).
* An empty 50x50 square room is the largest room that won't have issues with map regions.
* The more complex the shape of a room, the more likely it is to run into problems with map regions.
* Above this size, the area in question will be treated as a non-room indoors space.
== Stats ==
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. The stats of a room are automatically calculated from buildings, flooring, filth, items that enclose or are within the room. 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.
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 do not have an effect on every type of room, nor do colonists care about every stat in every type of room.
Room stats are:
* Impressiveness (which is an aggregate of the four other stats)
* Wealth
* Space
* Beauty
* Cleanliness
Room stats affect things like:
* Medical treatment quality (from cleanliness)
* Research speed (from cleanliness)
* Mood of the people residing in them, resulting in thoughts like
** "Impressive dining room"
** "Impressive bedroom"
** "Impressive barrack"
** "Impressive rec room"
Related traits:
* Greedy: Unhappy without sufficiently impressive bedroom.
* Jealous: Unhappy if anyone has a noticeably better bedroom.
* Ascetic: Unhappy if room is too impressive. Happy if bedroom is dull or worse.
== Roles ==
Room roles are assigned to a room based on what is inside them, such as a bedroom or barracks when containing sleep furniture.
=== Summary ===
Rooms have stats. This includes Impressiveness and its 4 composite stats (Beauty, Cleanliness, Wealth, Space). These values are defined from the items inside. Stats can be inspected using the room inspection tool found in the bottom right of the screen. Rooms can fulfill multiple roles at once, despite the game displaying only 1 label at a time.
Certain room types grant a moodlet based on how impressive it is, and rely on all of its substats. To gain it, the room must be used by a character for its associated purpose (ex. eating at a table in a dining room). They are typically applied when a colonist begins said activity in the room, and last for 24 hours. Not all rooms have moodlets related to Impressiveness.
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. The associate thought and mood effect is triggered only by using the room for its associated purpose for each role. For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room. 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. If they, for example, only eat in the room and use a recreational activity elsewhere (ex. a Telescope), they'll only gain the dining room thought and not the rec room thought.
In addition, hospitals, laboratories, and kitchens make direct use of the Cleanliness stat. In other words, a medical bed, simple research bench, and electric stove all function off Cleanliness. Players may put several of these buildings in the same room, to take advantage of the stat for all of them. 
Some room roles cannot have some buildings inside them, or they cease to function as the role or inflict a mood penalty. Examples include Throne rooms and temples which cannot contain workstations and select other buildings without inflicting a mood penalty.
Pawns also have separate needs for beauty and space, which every room can fulfill. Unlike the room stats of the same name, these needs are checked within a certain radius from the pawn, as opposed to anywhere in the room. See those pages for details.
How which role is displayed is chosen is currently unknown but the following rules have been observed:
* Over 50% of the sleep furniture being set to medical will turn a bedroom or barracks into a hospital
* A single item of sleep furniture will turn a barn, dining room, or laboratory into a bedroom. Multiple will instead convert them into a barracks. 
* A single crafting spot will convert a dining room to a workshop.
* A single butcher spot will convert a dining room to a kitchen.
=== List of roles ===
Label 	Mood Impact	Related Stats 	Requirements
Room 	None 	None 	No
Bedroom 	Yes 	Impressiveness 	A single* bed, sleeping spot, or other bed equivalent
Barracks 	Yes 	Impressiveness 	Multiple beds, sleeping spots, or other bed equivalent
Prison cell 	Yes 	Impressiveness 	A single prisoner's bed, sleeping spot, or other bed equivalent
Prison barracks 	Yes 	Impressiveness 	Multiple prisoner's beds, sleeping spots, or other bed equivalent
Dining room 	Yes 	Impressiveness 	Table
Rec room 	Yes 	Impressiveness 	Billiards table, chess table, horseshoes pin
Hospital 	Yes 	Impressiveness, Cleanliness 	Hospital bed, or any bed marked as Medical
Laboratory 	No 	Cleanliness 	Any Research bench, Mech gestator or Subcore encoder and their equivalents
Workshop 	No 	None 	Smithing bench, Hand tailor bench, Electric tailor bench, Art bench, Stonecutter's table, Butcher table, Machining table, Electric smelter, Brewery, Drug lab, Fabrication bench, or Crafting spot
Throne room 	No 	Impressiveness 	Meditation throne or Grand meditation throne
Temple ** 	No 	None 	A Small/Medium/Large Altar / Ideogram
Kitchen 	No 	Cleanliness 	Electric stove, fueled stove or butcher table
Tomb 	No 	None 	Sarcophagus
Barn 	No 	None 	Animal sleeping spot, Animal bed
Storeroom 	No 	None 	Shelf
Nursery 	Yes? 	None 	Crib or Baby Sleeping Spot
Playroom 	Yes? 	None 	Toy Box
Classroom 	Yes? 	None 	School Desk
Deathrest Chamber 	Yes 	Impressiveness, Testing needed	Deathrest casket
Containment Cell 	None 	None 	Holding spot or Holding platform
Ceremonial Chamber	None 	None 	Psychic ritual spot
* = Bedrooms are not turned into barracks if lovers, or their babies / children, share the same bedroom, even in separate beds. Also, cribs and animal sleeping areas have no impact on creating barracks.
** = This room changes to the ideoligion's set temple name if its altar/ideogram was placed.
Other pieces of furniture not mentioned, such as chairs, should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom".
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== Impressiveness ==
The value for impressiveness is based on the four other room stats (wealth, beauty, spaciousness and cleanliness).
Any mood/thought effects from the room then depend on this impressiveness level, and not on the precise value. The exact impressiveness value (explained below) is rounded down to the nearest whole number (dropping fractions), and a label (or "level") of impressiveness will be given to the room, according to the table below. This level then triggers any relevant mood, positive or negative. 
While the output mood/thought effect is rounded down to the nearest label of impressiveness, the formula for calculating impressiveness will not round down inputs to their label. For example, going from "very beautiful" at 49 beauty stat to "extremely beautiful" at 50 beauty does not have an impact beyond +1 beauty. However, going from "Decent" at 49 Impressiveness to "Slightly impressive" at 50 Impressiveness directly impacts mood.
The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the relevant section of the Mood page.
::
Value 	Description
< 20 	awful
>= 20 and < 30 	dull
>= 30 and < 40 	mediocre
>= 40 and < 50 	decent
>= 50 and < 65 	slightly impressive
>= 65 and < 85 	somewhat impressive
>= 85 and < 120 	very impressive
>= 120 and < 170	extremely impressive
>= 170 and < 240	unbelievably impressive
>= 240 	wondrously impressive
=== Guidelines ===
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game. However, the following rules of thumb can be applied:
* Keep all four room stats equally in mind, when designing an impressive room. There is a heavy weighting towards the weakest of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall impressiveness of the room. For example, having a masterpiece work of art in a large room (high wealth, space and beauty) is not effective if the floor is covered in vomit and animal filth (low cleanliness) - go figure. It is very difficult to compensate for one low contributing factor by raising the others.
* Making a particularly small room impressive is difficult. Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.
* Cleanliness matters. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to cleanliness changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major mood changes. Make sure that the room is not too close to a level threshold, and keep it clean.
* Do not go overboard, ' There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*
:: (* Not unless you care about the stat for other reasons; "room impressiveness" is not the only stat that can affect mood. Beauty, among others, has its own value.)
=== Formula ===
: (Math Warning! If math is not your roll, stick with the Guidelines, above. Otherwise, gird yourself and press on.)
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value impressiveness.
The calculation is done in several steps:
# Scale the input values individually, so that typical in-game stats end up in a range of single digit values.
# Attenuate those values further by applying a logarithm function.
# Combine the results into an impressiveness score, using a weighted summation.
# Apply another attenuation function to the result depending on the space in the room.
The details of the calculation follow.
==== Base values ====
Firstly, all four "raw" stats are scaled individually by applying a factor, deriving the base contribution for each stat:
: Wb = wealth ÷ 1500
: Bb = beauty ÷ 3
: Sb = space ÷ 125
: Cb = 1 + (cleanliness ÷ 2.5)
Example: a room with a wealth stat of 3000 has a Wb value of 2 and a room with a cleanliness of 0 has a Cb value of 1.
==== Modified values ====
These base values are now modified if they lie outside the range (−1, 1), by applying the natural logarithm as follows:
 m = 1 + ln(b) (if b > 1)
 m = [1 + ln(−b)] × −1 (if b < −1)
(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).
Because the growth of the logarithm function (which is the inverse of the exponential function) slows very rapidly, the "modified" base values will only meaningfully grow for low base values, before returns start to diminish rapidly. An example about room wealth explains it best.
Start with a room with a wealth of 3000:
: Wb = 3000 ÷ 1500 = 2
: Wm = 1 + ln(Wb) = 1 + ln(2) = 1.69
Now lets triple the wealth to 9000:
: Wb triples to 6
: Wm only changes from 1 + ln(2) = 1.69 (as above) to 1 + ln(6) = 2.79
So, while we have tripled the wealth, the derived value only increased by about 65%.
Now triple the wealth again to an absolutely ludicrous 27,000, getting us Wm = 3.89, only about 40% more than the previous value, and only a little more than twice the 1.69 rating that we started out with – in total, the 800% added wealth resulted in only 130% of additional value towards room impressiveness (which is then usually attenuated even more, as explained in the next section).
==== Impressiveness score ====
These modified values are then combined to give the impressiveness score as follows.
Take a weighted sum of the average of the values and the smallest of the values:
 I = (65 × (Wm + Bm + Sm + Cm) ÷ 4) + (35 × min(Wm, Bm, Sm, Cm))
This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.
If the room is big enough, this is the final result.
As a final step we compare this impressiveness value to the spaciousness of the room:
 S' = 500 × Sm
 If I > S', then
 I' = 0.25 × I + 0.75 × S'
 else
 I' = I (no change)
This means that a relatively small room cannot be very "impressive", because lack of spaciousness will heavily weigh down the overall impressiveness.
Example: a "rather tight" room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100. Any impressiveness up to 100 would not be affected in this case. However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room space – would require adding 4 more raw points (assuming for simplicity that we are only working with integers). This is because the equation is
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101
therefore i = 4 (i is the required increment).
==== Diminishing returns from room stats ====
Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving "fair" (ie. linear) returns:
* Wealth above 1,500
* Beauty above 3
* Cleanliness above 0 (i.e. when using any cleanliness enhancers)
* Space above 125
If you reach any of these values, it becomes more economical to shift attention to other stats. A "standard bedroom" of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.
Furthermore observe that the factors (i.e.. modified values) for wealth and beauty will often be well above 1, but cleanliness and space usually lower than 1. Unless the room is "very spacious", or close to it, the decisive factor will thus be space, then cleanliness. This makes sense intuitively, since we usually associate "impressive rooms" with being very spacious.
== Wealth ==
This is the sum of the market value of all items in the room and all walls and doors surrounding the room. Walls, doors, columns and animal flaps in the outer corner count as well. The value of power conduits in walls is also included, however, for some reason building or deconstructing a conduit doesn't immediately update room wealth. Only if wealth is recalculated for some other reason, is the value of the conduits included. The same is true when building a column in the outer corner of the wall.
Value 	Description
< 500 	impoverished
>= 500 and < 700 	somewhat poor
>= 700 and < 2000 	mediocre
>= 2000 and < 4000 	somewhat rich
>= 4000 and < 10000 	rich
>= 10000 and < 40000 	luxurious
>= 40000 and < 100000 	very luxurious
>= 100000 and < 1000000	extremely luxurious
>= 1000000 	unbelievably luxurious
== Beauty ==
This is the average environmental beauty of the room including its walls and doors with a penalty for small rooms. Walls, doors and columns in the outer corner count as well. Building or deconstructing a column in the outer corner doesn't trigger a recalculation however. Floor tiles underneath walls and doors have no influence. 
Room beauty is calculated as:
TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)
WeightedSize = size if (size > 40) else (20 + size / 2)
RoomBeauty = TotalBeauty / WeightedSize
This means that all rooms with less than 40 internal space will have their beauty penalised.
Value 	Description
< -3.5 	hideous
>= -3.5 and < 0	ugly
>= 0 and < 2.4 	neutral
>= 2.4 and < 5 	pretty
>= 5 and < 15 	beautiful
>= 15 and < 50 	very beautiful
>= 50 and < 100	extremely beautiful
>= 100 	unbelievably beautiful
== Space ==
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.
Value 	Description 	typical size*
< 12.5 	cramped 	3x4 or smaller*
>= 12.5 and < 29 	rather tight 	3x6, 4x5*
>= 29 and < 55 	average-sized 	4x7, 5x6*
>= 55 and < 70 	somewhat spacious 	
>= 70 and < 130 	quite spacious 	
>= 130 and < 349.5	very spacious 	
>= 349.5 	extremely spacious	
: (* These are "safe" approximations; as described, the items placed in the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily "average" - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plant pot and one artwork (1 tile each, a chair is "free") in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, "rather tight".)
Note, that space of the room affects only its impressiveness. Careful to not confuse with Pawn's space need. 
== Cleanliness ==
This stat affects medical outcomes, research speed, the chance that cooked meals will cause food poisoning, and gene Assembly Speed Factor. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of any filth, and the cleanliness value of some furniture such as the butcher table and the stonecutter's table. Note that the type of floor under a door doesn't count for Cleanliness, but filth under a door does count.
:::
Room Cleanliness 	Description
< -1.1 	very dirty
>= -1.1 and < -0.4 	dirty
>= -0.4 and < -0.05	slightly dirty
>= -0.05 and < 0.4 	clean
>= 0.4 	sterile
:
Surface 	CleanlinessValue
Void metal 	1
Sterile tile floor 	0.6
Steel, Silver or Gold floor 	0.2
Bioferrite plate 	0.2
all other constructed flooring; Bridges 	0
Natural stone (rough or smoothed) 	0
Straw matting 	-0.1
all other natural surfaces (soil, gravel, etc.)	-1
Marsh, Marshy soil, Mud, Broken asphalt 	-2
Chunks 	-2
Flesh 	-3
Dirt, rubble, all other filth 	-5
Blood 	-10
Insect blood, vomit, fuel puddle 	-15
Corpsebile 	-20
Using "Toggle the beauty display" the player can locate filth in a given room, which will be highlighted due to its negative "beauty value".
The beauty value is not equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The beauty value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.
==== Test ====
The following content is the result of a study on the Effect of filth over sterile rooms. Results are raw observations, take with caution:
:
 Effect of filth over sterile rooms
Size m^2	Measurements	Dirt beauty	CleanlinessValue	CleanlinessValue Difference
1 	1*1 	-15 	-4.40/0.60 	-5
25 	5*5 	-15 	0.40/0.60 	-0.20
50 	5*10 	-15 	0.50/0.60 	-0.10
100 	10*10 	-15 	0.55/0.60 	-0.05
Spilling behavior (observed in hospital):
* When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.
Spilling test:
* Method: 20 alpacas in a 5*5 room. All killed and body deleted using "damage 10 tool". 
* Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.
Observation:
* Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only blood stacking on previously non bloody tiles will.
After further observations:
* This mechanism works with any type of filth. Stacking them with the same type of filth does not increase their effect. Different types of filth stacking on the same tile will add the effects together.
* Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness as 1 x blood + 1 x firefoam on one tile.
Stacking of dirt and filth test
* Method: 5*5 room, stacking as much filth as possible over all tiles.
** Adding blood (-30) from Spilling test. 
** Adding fire foam (-25) using dev tools.
** getting rid of the floor (-1). 
** Adding vomit (-41).
** Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check). 
** insect fluids have not been tested.
* Results:
** From the given results it seems that the tiles can not have a beauty value past -107.
** It has been observed that the "beauty value" does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.
** Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.
Observation:
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.
:
 Beauty values by type of filth (sample) :
Filth 	Beauty (outdoor)	Beauty (indoor)
blood 	-8 to -10 	-15 to -30
dirt 	-4 to -5 	-15
vomit 	-11 to -13 	-40
fire foam 	-8 	-25
item on floor	-6 to -7 	-6 to -7
meat on floor	-20 	-20
chunk 	-20 	-20
soil 	-1 	-1
mud 	-2 	-2
As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor). 
Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.
Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.
Conclusion
* After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.
** The cheapest design to keep at least [0 <= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.
** The most effective option to keep at least [0.40 < cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.
* Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower).
** The cheapest design to keep at [0 <= cleanliness] would be 4x5 (for at least 17).
** The most effective to keep at [0.40 < cleanliness] would be 6x5 (for at least 34).
== Map regions ==
Upon map generation, the map is divided into chunks of 12x12 squares called map regions. Each region requires a contiguous area and will be subdivided otherwise. Under no circumstance will a region extend beyond the initial 12x12 grid. Impassable buildings (both natural and artificial), buildings able to create rooms (such as fences, barricades, doors), and impassable terrain are not considered as part of any map region for this purpose and will subdivide existing map regions accordingly. Regions will fuse when possible. Map regions are used for several calculations and can be seen in game via the debug option "Draw Regions".
Some additional notes:
	
* Impassable buildings are never part of any map region.
** Impassable non-walls (ex: Ship engine) may create a "red" temporal map region on construction that will be removed once anything else is build/destroyed.
* Impassable terrain creates map regions confined to its extension.
** These regions don't interact with the regular ones, but otherwise follow the stated rules.
* Passable buildings able to create rooms, such as fences, create map regions along its extension.
** These "fence" regions won't interact with other kinds, but otherwise follow the stated rules.
* Doors have unique behavior
** Single tile doors create a 3 tile map region centered on the doors' tile, following the door's orientation, that overlaps with other map regions.
*** Impassable objects will delete the overlapping section, no interaction otherwise.
** Double tile doors create 2 map regions, 1 for each of its tiles.
** The map regions created by doors don't interact with any other, not even each other.
* The grid defining regions is drawn from the bottom of the map. Further test required to tell from which corner, but earlier test suggest bottom-left.
	
== Version history ==
* 0.12.906 - Added
* 1.1 - Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
* 1.3.3072 - Fix: Checking all beds instead of just humanlike ones for room owner.
* 1.4.3523 - Added a “storeroom” role for rooms with lots of shelves.
* Biotech DLC Release - Nursery, Playroom, Classroom, and Deathrest Chamber roles added.
Category:Game mechanics