RimWorld

RimWorld

MrEntity Nov 15, 2018 @ 9:13pm
Why is this so dirty?
I have an 'airlock' between my kitchen and my freezer. I just cleaned it. No one who isn't a cook is allowed in there. It is currently almost 10 dirty. Outside of a poorly-maintained barn, this is the dirtiest thing I've ever seen.
But I can't see any dirt, and I can't prioritize cleaning on any of the tiles, including the doors.


What's the deal here?



Not sure how to attach a screenshot, but here's a link:
https://steamcommunity.com/profiles/76561197997314232/screenshot/955222055298412552

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Showing 1-15 of 21 comments
SaturnsVoid Nov 15, 2018 @ 9:15pm 
People tacking in dirt, get a door mat mod or make walking paths that are cleaned
CellNav Nov 15, 2018 @ 10:09pm 
It's so dirty because cleanliness is relative to the size of the room and your room is only 2 tiles. If you expand that room by two more tiles down then your cleanliness value would probably drop in half, half the room (where they travel) gets dirty and the other half not.
Last edited by CellNav; Nov 15, 2018 @ 10:11pm
MrEntity Nov 16, 2018 @ 12:46am 
But there's no dirt! I literally can't clean it.
pmutzu Nov 16, 2018 @ 1:02am 
The butchers table for one is the most filthy thing in there. it should always be removed away from a communal area or even the cooking spot. better it be by the door or even outside it.
pmutzu Nov 16, 2018 @ 1:05am 
A good bit of advice is to seperate your meals from your raw food . this will prevent any non cooks going in and out of this area altogether if you seperate that cooler in two with the meals in a room of their own of the right and raw food on the left this way cooks get food raw. make it take it to the meal freezer. and meal eaters never have to enter that area at all.
CellNav Nov 16, 2018 @ 1:57am 
Originally posted by MrEntity:
But there's no dirt! I literally can't clean it.
Turn on the beauty tool, dirt under doors can bleed in (I think) ... Anyway, I've got a clean airlock with wood tiles, but it's 3 tiles long :
https://steamcommunity.com/sharedfiles/filedetails/?id=1566062988
Game is funny that way, unless you got some strange mod problem ... ;(

EDIT : ... I checked my other airlocks. Dirt appears when it's dirty, especially at the volume of dirt you have in your game (-9 ish), and it will show dirt. I have a 1-tile airlock, it's clean.
Last edited by CellNav; Nov 16, 2018 @ 2:05am
Cultist Nov 16, 2018 @ 7:09am 
Yep, something is weird. There's no visible dirt in the screenshot yet the dirt factor is higher than I've ever seen. Sometimes it takes a little while for the tooltip to update, but this doesn't explain why the number is so high.

What mods are you using?
Razaah !!!! Nov 16, 2018 @ 7:36am 
What is the point of an airlock if your pawns can just walk in the freezer through a single door which leads onto a dirtroad ? :D
Also... your freezer has to be one of the dirtiest freezers i have ever seen.

Anyway.

The door to your freezer is open in the picture. Maybe there is a weird hiccup in the calculation.
Try expanding your airlock by one tile and replace the doors with metal doors.
Also get rid of the single door onto the dirt road or make it an airlock.

If that doesnt fix it or force the game to redo its calculations then... well so help you god. I am sorry i cant get over the fact of how dirty your freezing area is. :D
ExoticButts Nov 16, 2018 @ 8:17am 
I've found myself that there can be errors during construction that don't properly segment the room's calculations to JUST the tiles in the room; as in, it's including the walls in the calculation for dirt/beauty/etc. despite the room being smaller. That's from my experience, though.

I'm also rather confused as to why people are using such long airlocks. I get by with a doublethick wall and two doors immediately after each other on my freezers, so I don't even have to worry about a dirty airlock. Can't exactly say my bases are ever really pretty though, but my design is hardly aesthetic lol
Razaah !!!! Nov 16, 2018 @ 8:32am 
Originally posted by ExoticButts:
[...]I'm also rather confused as to why people are using such long airlocks. I get by with a doublethick wall and two doors immediately after each other on my freezers, [...]

I guess its different in the games logic but i operate under the impression that one door has to be closed before the other is opened to ensure that minimal temperature is lost.
I mean... meals instantly thaw if placed outside of freezing temperatures.

The point is that i never even considered that temperature locks could literally be two doors right behind eachother.
Well i find myself not considering things in Rimworld a lot.
BlackSmokeDMax Nov 16, 2018 @ 8:35am 
Originally posted by ExoticButts:
I've found myself that there can be errors during construction that don't properly segment the room's calculations to JUST the tiles in the room; as in, it's including the walls in the calculation for dirt/beauty/etc. despite the room being smaller. That's from my experience, though.

I'm also rather confused as to why people are using such long airlocks. I get by with a doublethick wall and two doors immediately after each other on my freezers, so I don't even have to worry about a dirty airlock. Can't exactly say my bases are ever really pretty though, but my design is hardly aesthetic lol

Typically I use an airlock that is 3 tiles inside length. I do it purely for aesthetics.

I usually have my kitchen within another room in the freezer, with a door set to hold open. The kitchen's wall is on the other side of the airlock wall.

https://steamcommunity.com/sharedfiles/filedetails/?id=816522776

Older pic not taken for this purpose, but you can see my kitchen (even with butcher in the same room I rarely see food poisoning), airlock and the white area just below is where I vent my coolers to the sky- 2 x 3 vented area for my 3 coolers. Usually only need two for that size freezer, but I keep one more there in case of heat waves.
Last edited by BlackSmokeDMax; Nov 16, 2018 @ 8:40am
ExoticButts Nov 16, 2018 @ 8:37am 
Originally posted by Razaah !!!!:
Originally posted by ExoticButts:
[...]I'm also rather confused as to why people are using such long airlocks. I get by with a doublethick wall and two doors immediately after each other on my freezers, [...]

I guess its different in the games logic but i operate under the impression that one door has to be closed before the other is opened to ensure that minimal temperature is lost.
I mean... meals instantly thaw if placed outside of freezing temperatures.

The point is that i never even considered that temperature locks could literally be two doors right behind eachother.
Well i find myself not considering things in Rimworld a lot.
Fair. I always use either wooden doors (for opening speed) or plasteel autodoors, so one is already closing as the next opens for me. My freezers are kept at -10*C though, just in case of accidental heating or a heatwave.

I tend to fit everything into 9x9 spaces though. My freezer is usually 9x3, with the remaining space as kitchen and dining. 4 bedrooms in a 9x9 space with a 1-wide hallway. Exactly 20 hydroponics basins around a single sunlamp. Not pretty, but very efficient.
Razaah !!!! Nov 16, 2018 @ 8:45am 
Originally posted by ExoticButts:
Originally posted by Razaah !!!!:

I guess its different in the games logic but i operate under the impression that one door has to be closed before the other is opened to ensure that minimal temperature is lost.
I mean... meals instantly thaw if placed outside of freezing temperatures.

The point is that i never even considered that temperature locks could literally be two doors right behind eachother.
Well i find myself not considering things in Rimworld a lot.
Fair. I always use either wooden doors (for opening speed) or plasteel autodoors, so one is already closing as the next opens for me. My freezers are kept at -10*C though, just in case of accidental heating or a heatwave.

I tend to fit everything into 9x9 spaces though. My freezer is usually 9x3, with the remaining space as kitchen and dining. 4 bedrooms in a 9x9 space with a 1-wide hallway. Exactly 20 hydroponics basins around a single sunlamp. Not pretty, but very efficient.

Next to your base mine would look like someone had a stroke while building it.
I tend to set up the kitchen or stockpile first and center everything around it, practical or not.
As for sizes... well the only thing that rarely differs in size are my living quarters. A single room is 7x7and i mostly build them in bulks of 6 rooms per structure.

Everything else though changes in size as needed. Come to think of it besides my 7x7 living space only my airlocks of 1x3 never change.

I also avoid megastructure like its the plague. I need my buildings seperate depending on their purpose or i cant sleep at night. Xx
ExoticButts Nov 16, 2018 @ 8:55am 
Originally posted by Razaah !!!!:
Originally posted by ExoticButts:
Fair. I always use either wooden doors (for opening speed) or plasteel autodoors, so one is already closing as the next opens for me. My freezers are kept at -10*C though, just in case of accidental heating or a heatwave.

I tend to fit everything into 9x9 spaces though. My freezer is usually 9x3, with the remaining space as kitchen and dining. 4 bedrooms in a 9x9 space with a 1-wide hallway. Exactly 20 hydroponics basins around a single sunlamp. Not pretty, but very efficient.

Next to your base mine would look like someone had a stroke while building it.
I tend to set up the kitchen or stockpile first and center everything around it, practical or not.
As for sizes... well the only thing that rarely differs in size are my living quarters. A single room is 7x7and i mostly build them in bulks of 6 rooms per structure.

Everything else though changes in size as needed. Come to think of it besides my 7x7 living space only my airlocks of 1x3 never change.

I also avoid megastructure like its the plague. I need my buildings seperate depending on their purpose or i cant sleep at night. Xx

Mine are kinda megastructures, depending on how I arrange them. Mostly they're just a bunch of 11x11 square wall areas, with shared walls between 9x9 segments. I leave 2-wide gaps between sections of squares and roof those, so toxic fallout doesn't do much.

My residencies tend to be those clusters of 4 I mentioned, with four 3x4 rooms (right on the cusp of "cramped" without getting the moodlet) each with a bed, lamp, and pot plant. The central hallway has one door, each room has its own door, opposite the hall door is a single A/C for cooling during summer (or I flip it around in cold areas, because thermodynamics), and each room has a vent to the hall. Colonists are satisfied, temperature is fine, fallout does nothing, and it fits in a 9x9 space without issue.

My usual design issues come from my workshop room. I can never keep a consistent design in my head for all my workbenches and such, especially since I need an additional workshop just for awkward benches like crematoriums. Hospitals are nice, though, 4x9 with a 4x9 medical storage JUST for body parts and non-herbal medicine. Idk. My mentality is generally function before aesthetics, which tends to result in all my saves being square, but I've kinda embraced that.

I also have a bad habit of making a rec room entirely out of gold walls, jade floors, and devilstrand/thrumbofur interiors. The completion of that is usually how I know I've "beaten" that save (I play for longevity, not escape).

EDIT: Didn't close out my italicising properly. Oops.
Last edited by ExoticButts; Nov 16, 2018 @ 8:56am
Xam Huad Nov 16, 2018 @ 10:12am 
Another thing that helps with cleanliness is storing items in lanes
and keeping the paths straight. Doing so will have the dirt mount
in easy to clean lanes plus allows pawns to walk between items faster
(a faster walking pawn can do more things).

:labourhero: How-to-lane storage items?
Build 2 walls like this: [  ]
A path in the middle: [ | ]
Then either cupboards or storage zones at the insides of the walls.

It'll take more space than normal, but it walks & cleans easier and it's sectioned.
Add doors, floor lighting, highspeed pathing tiles and temperature controllers where needed.

:dwight: Items on the floor have a cost that slows pawns walking over them.
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Date Posted: Nov 15, 2018 @ 9:13pm
Posts: 21