Rimworld is a sci-fi colony simulation game where you must manage resources, construct buildings, and ensure the well-being of your colonists. One crucial aspect of the game is the creation and management of various room types. Each room serves a specific purpose and can significantly impact the mood and productivity of your colonists. This guide aims to explain all the room types in Rimworld.
Table of Contents
All Room Types in Rimworld
Before delving into the room types, it's essential to understand room stats and roles. Room stats are values that influence the overall impressiveness, beauty, cleanliness, wealth, and space within a room. These stats can affect activities like medical treatment, research, and colonist mood.
Room roles, on the other hand, determine the primary function of a room and whether colonists are affected by its stats.
Now, let's look at all the room types in Rimworld:
Advertisement
Room Type | Mood Impact | Related Stats | Requirements |
---|---|---|---|
Bedroom | Yes | Impressiveness | Single bed or sleeping spot |
Barracks | Yes | Impressiveness | Multiple beds or sleeping spots |
Prison Cell | Yes | Impressiveness | Single prisoner's bed or sleeping spot |
Prison Barracks | Yes | Impressiveness | Multiple prisoner's beds or sleeping spots |
Dining Room | Yes | Impressiveness | Table |
Rec Room | Yes | Impressiveness | Billiards table, chess table, horseshoe pin |
Hospital | Yes | Impressiveness, Cleanliness | Hospital bed or bed marked as medical |
Laboratory | No | Cleanliness | Research bench, mech gestator, subcore encoder |
Workshop | No | None | Crafting stations (smithing bench, tailoring bench, etc.) |
Throne Room | No | Impressiveness | Meditation throne or Grand meditation throne |
Temple | No | None | Small/Medium/Large Altar or Ideogram |
Kitchen | No | Cleanliness | Stove or butcher table |
Tomb | No | None | Sarcophagus |
Barn | No | None | Animal sleeping spot or 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 | Deathrest casket |
Advertisement
The Impressiveness System
Impressiveness is a crucial factor that determines the mood impact of various room types in Rimworld. This value is calculated based on four other room stats: wealth, beauty, spaciousness, and cleanliness.
The impressiveness level of a room is derived by rounding down the calculated impressiveness value to the nearest whole number. This level then triggers relevant mood effects, either positive or negative, for the colonists.
It's important to note that while the mood effect is rounded down to the nearest impressiveness level, the formula for calculating impressiveness does not round down the input values. This means that small increments in individual stats like beauty or wealth can contribute to a higher overall impressiveness value, even if they don't immediately push the room into the next impressiveness level.
The following table illustrates the different impressiveness levels and their corresponding descriptions:
Advertisement
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 |
The exact mood bonus associated with each impressiveness level varies based on the room's role. For example, a "very impressive" bedroom may provide a more significant mood boost compared to a "very impressive" workshop.
Advertisement
Summary
Understanding the different room types in Rimworld is crucial for effective colony management. By creating appropriate rooms and optimizing their stats, you can enhance the mood, productivity, and overall well-being of your colonists, ultimately increasing your chances of survival and success on the rim.
Advertisement