RimWorld

RimWorld

end_game_13 Nov 11, 2018 @ 4:49am
War on Dirt
Besides forcing my colonists into an air tight sealed chamber. how can I cut down on all this dirt being built up
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Showing 1-15 of 24 comments
Slye_Fox Nov 11, 2018 @ 4:55am 
Cleaning.
Radiosity Nov 11, 2018 @ 4:59am 
Or get the Misc Robots mod.
Tarshaid Nov 11, 2018 @ 5:17am 
If you start getting a small number of colonists (say around 10), dedicating a single one to cleaning duties might very well start to make sense, and gives a point to your "less optimal" pawns as long as they're capable of dumb labor.

Another thing would be to avoid making them switch too much from constructed floors to dirt. They'll track mud for a few tiles every time they go from a non-paved tile to a paved one. Or when they come back from a field trip, to have them track mud on some random concrete path leading to the entrance of your base, that you don't actually care about cleaning.
Last edited by Tarshaid; Nov 11, 2018 @ 5:18am
Astasia Nov 11, 2018 @ 5:49am 
Cover the map in concrete.

Or at least most of the paths your colonists take to do things regularly. The more they walk around on dirt and sand then the more dirt and sand they leave on the floor of your base.

Tarshaid's idea is a good one. Before I started using the door mat mod I would create large concrete platforms outside the entrance of my base to catch the dirt that way.

The door mat mod is an option, it doesn't reduce the total amount of cleaning done though, it just captures it in specfic areas.
WarWise Nov 11, 2018 @ 6:18am 
Originally posted by Tarshaid:
If you start getting a small number of colonists (say around 10), dedicating a single one to cleaning duties might very well start to make sense, and gives a point to your "less optimal" pawns as long as they're capable of dumb labor.

Another thing would be to avoid making them switch too much from constructed floors to dirt. They'll track mud for a few tiles every time they go from a non-paved tile to a paved one. Or when they come back from a field trip, to have them track mud on some random concrete path leading to the entrance of your base, that you don't actually care about cleaning.

Interesting.
Never though about the fact that guys walking outside would bring dirt inside.
That makes doing outside floor quite interesting.

Another thing, you really need to restrict the places your animals walk. Make sure they only walk in places that are extremely needed. They bring a lot of dirt inside the homes.
Also make sure your butchering table is not inside your kitchen or refrigerator.
Last edited by WarWise; Nov 11, 2018 @ 6:19am
sbmarauderman03 Nov 11, 2018 @ 9:49am 
Easiest way to combat this problem is to never have constructed or smoothed floors. You can't make a dirt or rough hewn floor dirty, therefore no need to clean it. Yes, it detracts from 'beauty', but the negative values of dirt/rough hewn floors can be overcome with a decent sculpture or two.
Wonderland Nov 11, 2018 @ 9:58am 
Originally posted by sbmarauderman03:
Easiest way to combat this problem is to never have constructed or smoothed floors. You can't make a dirt or rough hewn floor dirty, therefore no need to clean it. Yes, it detracts from 'beauty', but the negative values of dirt/rough hewn floors can be overcome with a decent sculpture or two.

Don't you get speed penalties anf higher infection chance then though?

Also I didn't know that about rough floors, I thought they were a pointless version of stone floors that got laid really fast for if you didn't want to spend metal on concrete. I was always confused why they still took the same amount of stone blocks vs concret against metal floors.
Last edited by Wonderland; Nov 11, 2018 @ 9:59am
pmutzu Nov 11, 2018 @ 10:00am 
door mats mod
Originally posted by The Devil's in the details:
Originally posted by sbmarauderman03:
Easiest way to combat this problem is to never have constructed or smoothed floors. You can't make a dirt or rough hewn floor dirty, therefore no need to clean it. Yes, it detracts from 'beauty', but the negative values of dirt/rough hewn floors can be overcome with a decent sculpture or two.

Don't you get speed penalties anf higher infection chance then though?

Also I didn't know that about rough floors, I thought they were a pointless version of stone floors that got laid really fast for if you didn't want to spend metal on concrete. I was always confused why they still took the same amount of stone blocks vs concret against metal floors.
Don't think the person you've quoted is talking about Flagstone, but rather rough stone found naturally in hill and mountain flooring. Flagstone can be dirtied.
Wonderland Nov 11, 2018 @ 10:13am 
Originally posted by Stormsong the Fallen:
Originally posted by The Devil's in the details:

Don't you get speed penalties anf higher infection chance then though?

Also I didn't know that about rough floors, I thought they were a pointless version of stone floors that got laid really fast for if you didn't want to spend metal on concrete. I was always confused why they still took the same amount of stone blocks vs concret against metal floors.
Don't think the person you've quoted is talking about Flagstone, but rather rough stone found naturally in hill and mountain flooring. Flagstone can be dirtied.

My mistake then (I never do mountain bases anymore), flagstone still 100% useless to me then. And I still wonder why it exists when concrete is ultra cheap, smooth laid stones floors aren't that terribly slow to lay, wood is very fast early game but not fire proof.

Maybe I'd understand a bit more if cut stone wasn't insanely overweight to where you could actually buy it in bulk from settlements without needing 10+ muffaloo to haul it early game.

I wouldn't even use it for roads because concrete is so cheap. And steel is vastly better weight wise (1 steel per tile .50 kg vs 4 stone per 1 tile 4.00 kg). Worse if you change your mind flagstone gives nothing back if what it says is true.
Last edited by Wonderland; Nov 11, 2018 @ 10:27am
Originally posted by The Devil's in the details:
Originally posted by Stormsong the Fallen:
Don't think the person you've quoted is talking about Flagstone, but rather rough stone found naturally in hill and mountain flooring. Flagstone can be dirtied.

My mistake then (I never do mountain bases anymore), flagstone still 100% useless to me then. And I still wonder why it exists when concrete is ultra cheap, smooth laid stones floors aren't that terribly slow to lay, wood is very fast early game but not fire proof.

Maybe I'd understand a bit more if cut stone wasn't insanely overweight to where you could actually buy it in bulk from settlements without needing 10+ muffaloo to haul it early game.

I wouldn't even use it for roads because concrete is so cheap. And steel is vastly better weight wise (1 steel per tile .50 kg vs 4 stone per 1 tile 4.00 kg). Worse if you change your mind flagstone gives nothing back if what it says is true.
I agree, I use BlackSmoke's mod to cheapen Flagtsone's material requirement. There is no reason it is as expensive as a beautiful (game stats) alternative.
Astasia Nov 11, 2018 @ 11:09am 
Originally posted by The Devil's in the details:
My mistake then (I never do mountain bases anymore), flagstone still 100% useless to me then. And I still wonder why it exists when concrete is ultra cheap, smooth laid stones floors aren't that terribly slow to lay, wood is very fast early game but not fire proof.

Maybe I'd understand a bit more if cut stone wasn't insanely overweight to where you could actually buy it in bulk from settlements without needing 10+ muffaloo to haul it early game.

I wouldn't even use it for roads because concrete is so cheap. And steel is vastly better weight wise (1 steel per tile .50 kg vs 4 stone per 1 tile 4.00 kg). Worse if you change your mind flagstone gives nothing back if what it says is true.

You will eventually have 10s of thousands of stone bricks on any average size map, even if you are just cutting the surface chunks (except sea ice of course). Steel has other uses, stone is just for building or wasting an artist's time on really slow sculptures. The cost of flagstone really doesn't matter, I use it all the time.
Wonderland Nov 11, 2018 @ 11:16am 
Originally posted by Astasia:
Originally posted by The Devil's in the details:
My mistake then (I never do mountain bases anymore), flagstone still 100% useless to me then. And I still wonder why it exists when concrete is ultra cheap, smooth laid stones floors aren't that terribly slow to lay, wood is very fast early game but not fire proof.

Maybe I'd understand a bit more if cut stone wasn't insanely overweight to where you could actually buy it in bulk from settlements without needing 10+ muffaloo to haul it early game.

I wouldn't even use it for roads because concrete is so cheap. And steel is vastly better weight wise (1 steel per tile .50 kg vs 4 stone per 1 tile 4.00 kg). Worse if you change your mind flagstone gives nothing back if what it says is true.

You will eventually have 10s of thousands of stone bricks on any average size map, even if you are just cutting the surface chunks (except sea ice of course). Steel has other uses, stone is just for building or wasting an artist's time on really slow sculptures. The cost of flagstone really doesn't matter, I use it all the time.

Stone goes to walls, stone floors, stone fall traps, furniture, art, ect. I'm always running out. Fall traps are like stone black holes. Especially on hard to get wood biomes like extreme desert or arid shrubland. Sometimes I even resort as far as steel fall traps, which is a terrible waste.
Last edited by Wonderland; Nov 11, 2018 @ 11:20am
Astasia Nov 11, 2018 @ 11:58am 
Stone spike traps take way too long to make. Arid shrubland is easy to find wood in. If you are playing an extreme map then yes the way you value certain thing can change a lot.

Instead of laying concrete all over the place you can instead be building more turrets and power gen and not have to worry about traps.
sbmarauderman03 Nov 11, 2018 @ 11:58am 
Originally posted by The Devil's in the details:
Originally posted by sbmarauderman03:
Easiest way to combat this problem is to never have constructed or smoothed floors. You can't make a dirt or rough hewn floor dirty, therefore no need to clean it. Yes, it detracts from 'beauty', but the negative values of dirt/rough hewn floors can be overcome with a decent sculpture or two.

Don't you get speed penalties anf higher infection chance then though?

IMO, these are insignificant. If speed penalties were that big of an issue, then it would be required to cover the entire map with a constructed floor type. I've had 100s of colonists tended to and/or operations performed on a normal bed in a room with a dirt floor w/o any issues. Infections are more dependant on how much time elapses before a wounded colonist is taken care of, the skill of the person perfoming first aid, and if medicine is used/not used vs if these actions do/don't take place on a constructed floor.
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Date Posted: Nov 11, 2018 @ 4:49am
Posts: 24