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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.
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.
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.
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.
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.
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.
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.