Quick-links below and also in description! (Hit Read More) I'm interested to know if folks enjoy these types of videos and if you'd like to see more. I have a couple more ideas for videos like this, but let me know what you'd like to see! You can also help support me on Patreon to keep these sorts of videos going, be involved in the next gameplay series voting, and get your name in-game here: www.patreon.com/Yeti 02:54 Room Beauty 05:11 Room Wealth 08:36 Room Space / Size 11:07 Tiny Room Optimization 19:45 Smallest Possible Bedrooms 20:31 A Note on Comfort 24:38 Best Possible Bedroom 26:11 Recommended 0-Mood Bedrooms 28:11 Recommended +2 Mood 29:55 Recommended +3 Mood 31:13 Scaling Advice
yarp ~ i like stuff like this for Rimworld. Even after a couple thousand hours playing it over the last 5-6 years as Tynan worked on it. Its still a shock he's close to a final release version.
@@stormtruppen4039 that's a waste, either cool/heat the main Base and use vents or have a 1 block tunnel behind the rooms with vents so you can heat/cool them all at once.
Weirdest part is listening to hundreds if not thousands of these people explaining video games mechanics and behaviour in a much more political and serious manner than world leaders talking about policy and humanity.
Well, yeah. The rules of how Rimworld works are written down in computer code. You can run 100% perfectly controlled experiments on whatever you want in Rimworld, and know that the results you get have zero margin of error. This is not the case for the real world. Which is probably one of the reasons we prefer to play video games.
@@imrobertb original poster never replied, but my rebuttal would have been: "enrique" is talking about presentation, courtesy, building arguments up logically and credible. Good speechcraft vs bad speechcraft. While "real politicians" have a lot of forces working against them, like in your point about the real world and a experiment, compared to gamers talking about their game, its a bit hard to see how what those forces are and how they apply to having good communication, not being hateful and being "political" (diplomatic, remembering you have a audience, being prepared, commenting on a important issue) etc. I mean should not politicians be much better at this than many others? They are afterall in some regards the faces of our public, the clerks and leaders, diplomats, the ears and mouth of the state and our policy. They are supposed to give voice to all aspects of us, our grief and our pride. If our leaders cant be civil, what does that leave for the rest of us? What type of example is that? Parents have to try to be civil as a role, a world leader is in a way a extremely frameable as a parent. Parents who act horrible in public are berated for this, yet it is woefully apparent in modern day politicians.
Great video. I really loved the info about autodoors. Never thought about them before. One thing that I wanted to point out though was were you spoke about comfort and how useless it is, which is mostly true. However, with beds you also have rest effectiveness. The better the rest effectiveness, the faster they sleep. A stone bed is 90% I believe, while a wood bed is 110%. Someone in a stone bed may need 9 hrs of rest while someone in a wood bed would need closer to 7 hrs. The quality improves it even more. The dresser and end table both improve this. The material and quality doesn't matter, but can help bring everything down to needing less than 6 hrs of sleep. That can really help out a colony, much more than the mood bonuses.
Yeti is the "master" yet I came to the comment section to mention this. It's almost embarrassing how no one seems to check their stats etc before posting a comment, thread, post or video. Makes me nuts.
At 19:10 you reference space and guess that it has something to do with the foot of the bed and a log function. The space of a room is actually pretty simple. It is 1.4 for every standable tile and 0.5 for every walkable tile rounded to the nearest integer. For example, the 2x2 with a double bed had 4 walkable tiles for a total storage of 2 while the single bed room had 2 of each for a total space of 3.8 or 4 when rounded. This also accounts for chairs of all kinds. Since pawns can stand, or sit, on chairs they do not reduce the space of a room.
@@VithorCasteloTutoriais dude, I get it, but I do hope you'll get the legit version eventually. Good games deserve to be bought. Not gonna roast you, I've done similar in the past. But if I liked a game after some, ah, test driving, I did buy it.
@@mirjanbouma i plan on buying it, but i still don't have the money for it, i totally agree that good games should be bought that how thay say it, you vote with your money
Very useful! Thanks. I'm playing my first game, and I made all of my colonists nice, big bedrooms made out of marble, with marble tile floors and a marble door, a wooden bed, dresser, and end table, air conditioning, and a light. The result? They complained about the "awful" bedrooms they had to sleep in! I was _so_ close to ordering them to fight a rhinoceros with their bare hands! :)
Maybe you have awful quality furniture. Also, Colonists only care about light when they are awake. 95% of the time they are in their room they are asleep.
Yea, because they don't actually use anything in the room, other than the bed. If the game wasn't in hyper-time mode, and they actually "got dressed", and "sat to rest/read", and "stored personal items in drawers" (provisions, tools, mementos, etc...) Then it would be worth programming all that code. Why waste time making code that does essentially nothing, and does it poorly? It is cool that each room, depending on the beds in there, will get labeled as one room-type or another. But it is confusing if you overlap or combine rooms. (Put a medical bed in the kitchen, it is now a hospital. Change one bed to a prisoner-bed while keeping it as a medical bed too, and they all turn into prisoner beds and the kitchen is now a prison.) It would be cool if it, instead, had actual "room styles", and a "structure style". (Thus, you could have a BASE, vs a HOUSE. A PRISON, vs a JAIL. An INN, vs a BARRACKS.) Also, there should be a reason for various floor-types. One being easy to clean, one being hard to get dirty, one impossible to clean (dirt). With things like the cement (which oddly needs metal), being an actual "foundation" that can be placed over everything except deep-water, for building on. Instead, even if you have all cement floors, or marble, or wood... You can track massive dirt from all over the place, into corners you don't even use. (I am not even sure if the game can clean the dirt under beds, which might explain why the rooms end-up being "awful", even after cleaning. Because they still walk there, even if the bed is 100% of the floor, and the floor/dirt is 100% unseen.)
How clean are they? I have the same rooms round about at least, but i have one colonist that was a missclick (didnt want to save him from his pursuers) so he does nothing but cleaning all the time. If that doesnt do the job. Install vents and heaters. And if you put marble tables and steel dining chairs in there they rock up to slightly impressive! (Done that with my base because yeah i somehow had 3000 marble and i had an awful wooden barrack for all 3 at the start. I just made a bunch of decent bedrooms out of marble with dresser, heater, end table a table and two chairs each and marble tiles through literally the entire base)
I noticed a 5x6 works well, not too big, but not too small. Red carpet, marble walls, a dresser, end table, potted plant, and a light. Typically there’s room for sculpture, and it’ll make the room impressive.
Yes! 5x6 is my go to! It’s good as well bc you can fit three beds in it, an end table and a statue and get it to slightly impressive. So if you’re starting out/ have just taken in new colonists you can put them all in one place. Same with children, who don’t mind sharing a bedroom. It’s also easy to build since it’s so small, so it’s relatively easy to quickly make a few 5x6 bedrooms.
I know this is over a year old now, but I'm pretty sure that when people are talking about the bed positioning, they weren't talking about stats, but the fact that colonists would either walk around or over a bed, increasing travel times by small amounts (and therefore having it in the corner is best as it doesn't get in the way)
I tend to default to 6x6 rooms, ideally smoothed marble (only recently discovered the benefit of smoothed against brick, particularly that you can actually lay power lines in smoothed walls) with smoothed floor, wooden double bed, wooden end table, wooden wardrobe, wooden door, lamp and wooden daylily pot. For most part, it does the trick.
I like these in depth exploration of game mechanics. It would be cool to see one about tempurature dynamics, work efficiency, and/or combat statistics.
Warmer than 70, cooler than 90... However, apparently, your heaters and coolers work 24/7, even when not increasing the temperature. Hopefully they will just combine them into a single heat-pump, with the option to actually just "condition" the air. It is annoying to have to manually turn each one on and off, with seasons and between seasons, just to conserve the horrible power-mechanics of the game. (A generator producing 1000watts will start failing at around 500watts of "load", in the game. Causing everything to crap-out. Not to mention the horrible flaw with the code which drains batteries on "short-circuits", which are quite often.) I am not going to go into the stupidity that says a room is always "50% lit", if it is one torch or one light, or twenty... Or the fact that windows are not even an option, or second-stories, or basement storage, and insulation factors of materials is not a consideration. (Wood and plastic being more insulated, while metals are heat-transferable, and stones being more like a hot/cold buffer.) This is a game concept that has a lot of potential, but the developers of this game are just like Minecraft and Terraria now... Lazy, out of ideas, and out-of-reality imaginations that conflict too-much with reality and logic. The game is essentially being "kept alive", by people making mods to fix the issues, which then get "stolen/adopted", by the lazy coders, but in a horrible way. Just like the failed logic/application of various materials. They are either phanominal, without justification, or blatant confusions of logic. It's like that rabid squirrel which kills your whole encampment, but a whole tribe of 20 bandits that barely wounds two of your settlers... Or like having a bored settler turn pyromaniac, upsetting others by waking them, turning them into pyromaniacs with an itchy trigger-finger... Resulting in a cascade of game-ending events, while a full 360-degree endless forest fire barely does any damage.
I love your breakdown/guides Yeti. Thanks for making them! I really appreciate the effort you put into your research and presentation of your findings.
8:28 Close to the door is good for hospitals and underground bases. One prevent your injured idiots to dirty the hospital, keeping operation success high while the other the other makes sure you can escape an infestation instead of being cornered like a poor sould. :D
I felt like I just accidentally dozed off inside a multimedia lecture and slept through the entire lesson. Anways that was a good nap, time to watch it again lmao
For the sake of fire safety I almost always ensure that the flooring beneath a door, as well as the door itself is fire resistant to prevent spread in larger structures. It's good to see that it doesn't affect the beauty as I thought it did (though I was happy with the safety tradeoff).
I had an artist get inspiration a day before finishing my grand gold sculpture and got legendary and literally fucking cried. It instantly made my dining room extremely impressive...
@@angelgarcia4848 little necro, but thanks bruv! I still play that file. One of my melee colonists died yesterday to a swarm of man hunting rats that was literally about 200 little nibblers! :O The came out of nowhere and spawned maybe 20 tiles from the colonist, and they were recovering from gut worms so they were slower than the rats...
28:38 my colonists always go into each other's bedrooms if there's a table in there, and the room's occupants get a mood debuff for interrupted sleep.. Pain in the ass.
@@CentreSwift Dresser, bed and end table are all you need. Throw in something for beauty like a pot plant or urn or something. Then you can just leave space between the bed and the furniture. So left to right it'd be Wall, Dresser, space, bed, space, end table, Wall, space at the foot of the bed, door. I use 6x7 because I like the room and the door can be even.
I didn't think I'd be watching a half hour video about Rimworld bedroom stats but here I am Very matter-of-fact presentation, informative, plus your voice is soothing. I learned plenty, thankyou!
19:25 Not only did you miss all the data and functions behind each variable but you made dull designs for 2x1 rooms! THIS IS INCREDIBLE! Even if you lack on the theory side and had to do it by "trial and error", you did make something very interessting. Aimed right at the good spot: Neutral mood room. GG Now: Cleanliness has quite an impact on rooms. At least on larger rooms, you'd prefer to prioritarize it over beauty since every values are following a logarithmic function (the more, the less in return), as such, you should try sterile tiles more often. One statue at 100 beauty + 0.40 sterile room might get you very far for little to no work.
4 bedrooms in a square with the middle wall that's part of all 4 bedrooms made out of high wealth material? So like 1 gold wall can be used to boost a little 4 different rooms.
majormajorasic THANKS! This tip has helped me out so much. Like my colonists to have the BEST in bedrooms, haha. Ascetics dont like it, but tough (yes, Soto, my ascetic doctor - this means you!).
I thought that they are basically the same thing but reduce resistance allows you to decide exactly when they should be recruited, not immediately after their resistance is 0.
This is one of those things where I could have died happy not knowing what I've learned - but now that I know it's going to start seeping into all my building from now on. Good and very informative video, really enjoyed it!
Thanks Yeti for the guide, there is a problem with chairs and tables in bedrooms though, if the colonists decide to eat their breakfast in someone else's room they are likely to cause the disturbed sleep debuff, can get around it by zoning the base so people can only reach their own table but too much zoning can cause other problems, and there's a mod to remove disturbed sleep but then of course it's no-longer vanilla.
I believe the bed positioning rumor also dealt with disturbed sleep as it was thought to be proximity based so it was more placing the bed to ensure no one made sounds near where their bed was. If this was ever true, it no longer is.
20:40 Comfort (with beauty) is super duper important for inside nerds(dwarfs). If you have a medic (non combat) or a crafter, get them the best beds and chairs, make sure they have to walk under the sky once a day and you get a no-break deal.
@19:20 The space stat is derived from the size of the room, subtracting points for obstructions. Tiles that are fully obstructed by furniture take away more space than tiles that are partially obstructed.
4:00 NIce observation! Did not expect this! +1 Now, we might need to justify the use of component and power, but I'd work with a powerless autodoor for a boost.
Thanks for this video. This was amazingly informative and will help me a lot with keeping my people happy. The better rooms will offset them starving most times lol.
No worries - seriously, this vid had some great takeaways. One aspect of your presentation in general that I really enjoy is that you take the time to detail the rationale behind your decisions when playing. This vid in particular had some real good conclusions come of it. Also, FWIW, I second the request for a "prison mechanics" vid - have always been curious about the ins and outs of that. Also, infestations! There is a myth of sorts about invasions favoring rough/unlit over finished/lit rooms. Would be really cool to actually explore the facts there as well.
Agree with others, you should have more subs! You’ve got mine. I really appreciate the hard work you’ve put into this and other videos. Great job, my friend! 😊
I didn't play that much lately but I really was under the impression that chemfuel generator is by far the best power source in the game. I don't use batteries anymore.
I use a 3x4 layout. Enough room for the bedroom furniture, and it’s not too resource dependent. This layout works fine for double beds and singles, though there’s typically no room for a statue.
You're under utilizing silver walls. 50 silver for 6 beauty and a big wealth boost which can be shared between two, three, or even four bedrooms. Precious material walls are a very under rated way of getting good bedrooms. As well as just making them bigger. I make 15x15 squares with 4 bedrooms each. All bedrooms have 29 tiles of space, with one pair being 4x7+1 and the other pair being 6x5-1. On regular crashlanded scenario you start with more than enough silver to make the shared walls out of silver for instant slightly impressive bedrooms on the first night.
Dude - Great vid, very informative, good presentation and you even took the time to bookmark each section. How are you under 50k subs? Well, you got mine anyway!
This was very thorough from the perspective of room quality but I was a little disappointed that you ignored the rest effectiveness of the choices. Stone beds are not as effective at rest and same goes for not including dressers and nightstands. Including comments on the impact of those choices would make this more helpful towards specifically designing bedrooms.
Saving this for future playthroughs. This is brilliant information! It actually shocked me that Plasteel came out over Jade for walls. I was converting my last base to Jade for bedrooms, so I'll put a stop to that. I wish you could have went into further detail, but (like you said) it would have taken too much time to do. Either way, this is more information I had before watching this video, so thank you very much!
This is really great, but one thing that would have been nice is to see the lowest wealth you can spend on a room for no moodlet. I suspect the marble 4x2 room with double bed is probably it, but not 100% sure. Reason this is important is because on higher difficulties having too much wealth makes the raids difficult or even impossible to deal with. Still helpful video, think I can probably piece together what to do with rooms on extreme based on this video. Cheers.
6:50, one thing to mention is that the door is the only thing that is looked at. If you have a wire going threw the door, it won't give off any ugly sight since it's technically covered l, even when it's left open.
Just put jade royal with jade dresser in 5x5 room it will give you impressive, no need gold floor and stuff just smoothed walls and floor, while you at it throw small small art and maybe put potted plant inside. Tbh living under the mountain has it downside with entombed underground minus 9 mood, so make sure you build many horsehoe pin and stuff for recreation outside.
I've gotten lucky and my mountain base had a hidden valley that was surrounded on all sides by mountain. So I simply put the dining area in that area and overcame that mood moodlet.
I think the reason people used to put beds (and workbenches) in the center of rooms has to do with the early editions calculating room size and impressiveness based on where the pawn was standing (IE, pawns in a corner would think their room is smaller because their radius includes a lot of tiles outside the room). I don't think that applies anymore though
I have heard or read somewhere, that it should be better to place the bed in the middle of the room. Not that it would impact the room stat, but that it would give the pawn a feeling of having it more spaceous when sleeping in the bed. Likewise, the same source told that it is better to place work positions in the middle of the rooms, in order to give the pawns more of that spaceous feeling.
19:00 I think I read someplace that the space the bed occupies and other furniture counts as half a tile for walk ability. So that kinda explains why in a 2X2 with a double bed you have 2 tiles to walk on, but not really why in a 2X2 with a single bed you have 4 instead of 3....
Regarding space: If a pawn can stand there (chair or nothing) it counts as a full space. If they can path through it (bed, endtable) the space counts as half.
More guides please, Rimworlds 1.0 release is around the corner and having some nicely done guides waiting for the influx of new players would be wonderful. I'd also hope you'd do something something for Oxygen Not Included one day since no good guides exist anywhere.
Now I really want to see what the literally *best* room possible is. I mean 63x64 gold walls, gold tiles, legendary gold royal bed with legendary gold artwork lining the walls (or whichever piece of furniture/art raises the quality most despite taking up space) just to see how impressive a room can get.
I'm sorry but I'm a little confused. In your wall material bit you say that marble gives less value than slate/limestone/granite, but later when talking about beds and space and so forth, you're suggesting that the marble room is better than the slate room, even though it"s smaller? Sorry if I'm not following correctly...
Quick-links below and also in description! (Hit Read More)
I'm interested to know if folks enjoy these types of videos and if you'd like to see more. I have a couple more ideas for videos like this, but let me know what you'd like to see!
You can also help support me on Patreon to keep these sorts of videos going, be involved in the next gameplay series voting, and get your name in-game here: www.patreon.com/Yeti
02:54 Room Beauty
05:11 Room Wealth
08:36 Room Space / Size
11:07 Tiny Room Optimization
19:45 Smallest Possible Bedrooms
20:31 A Note on Comfort
24:38 Best Possible Bedroom
26:11 Recommended 0-Mood Bedrooms
28:11 Recommended +2 Mood
29:55 Recommended +3 Mood
31:13 Scaling Advice
Do you have a spreadsheet of all the results? That'd be really neat to see
Yess, man! Been playing the game for a little while (
Reminds gudes from Engineering Eternity. His guides are masterpieces. You shouls check them out
PURE GOLD THANK YOU
yarp ~ i like stuff like this for Rimworld. Even after a couple thousand hours playing it over the last 5-6 years as Tynan worked on it. Its still a shock he's close to a final release version.
The "Best Possible" room is something I do in the suuuuuuper late game for my bionic God Emperor to look down on all the lesser colonists.
Yetiquatch bionic? Real gods use archotec
real gods dont need to use limbs, they use their mind to do work.
Real gods are worms in carts.
I got a Bionic Marine Force.
@@theapexsurvivor9538 I CAN SEE THE FUTURE
"My room is no larger than my bed, but I feel good about it, because it's a _legendary_ bed."
*Unknown Pawn*
Just RimWorld things.
Basically: Make a 3x4 bedroom with a statue, endtable, and bed. You can make bigger bedrooms for couples or important pawns.
Tsk tsk tsk, have you not learned that room size affects the room and add a dresser and a light
@@icepokedude9610 dresser+heater+cooler gotta be prepared for heatwave and cold snaps
@@stormtruppen4039 that's a waste, either cool/heat the main Base and use vents or have a 1 block tunnel behind the rooms with vents so you can heat/cool them all at once.
6x7 with a bed, endtable and dresser.
You guys are all mislead. I make my colonist sleep outside in the rough so it builds them into real warriors.
a 33 minute video about making 1 type of room as optimised as possible
is nice
Weirdest part is listening to hundreds if not thousands of these people explaining video games mechanics and behaviour in a much more political and serious manner than world leaders talking about policy and humanity.
Well, yeah.
The rules of how Rimworld works are written down in computer code. You can run 100% perfectly controlled experiments on whatever you want in Rimworld, and know that the results you get have zero margin of error. This is not the case for the real world.
Which is probably one of the reasons we prefer to play video games.
What makes taxation not theft?!
@@ProlificThreadwormHere, have your fish ;)
@@imrobertb original poster never replied, but my rebuttal would have been:
"enrique" is talking about presentation, courtesy, building arguments up logically and credible. Good speechcraft vs bad speechcraft.
While "real politicians" have a lot of forces working against them, like in your point about the real world and a experiment, compared to gamers talking about their game, its a bit hard to see how what those forces are and how they apply to having good communication, not being hateful and being "political" (diplomatic, remembering you have a audience, being prepared, commenting on a important issue) etc.
I mean should not politicians be much better at this than many others? They are afterall in some regards the faces of our public, the clerks and leaders, diplomats, the ears and mouth of the state and our policy. They are supposed to give voice to all aspects of us, our grief and our pride.
If our leaders cant be civil, what does that leave for the rest of us? What type of example is that? Parents have to try to be civil as a role, a world leader is in a way a extremely frameable as a parent. Parents who act horrible in public are berated for this, yet it is woefully apparent in modern day politicians.
@@cy-one So long, and thanks for all the fish!
Great video. I really loved the info about autodoors. Never thought about them before. One thing that I wanted to point out though was were you spoke about comfort and how useless it is, which is mostly true. However, with beds you also have rest effectiveness. The better the rest effectiveness, the faster they sleep. A stone bed is 90% I believe, while a wood bed is 110%. Someone in a stone bed may need 9 hrs of rest while someone in a wood bed would need closer to 7 hrs. The quality improves it even more.
The dresser and end table both improve this. The material and quality doesn't matter, but can help bring everything down to needing less than 6 hrs of sleep. That can really help out a colony, much more than the mood bonuses.
Yeti is the "master" yet I came to the comment section to mention this.
It's almost embarrassing how no one seems to check their stats etc before posting a comment, thread, post or video.
Makes me nuts.
Wait wood is 110? I thought it was 100%
@@tomhill3248 Well he did not mention at what quality the bed was. Which he pointed out makes a difference
master work wood best are extremely good for the sake of efficiency, you can get away with like 5-6 hours of sleep.
At 19:10 you reference space and guess that it has something to do with the foot of the bed and a log function. The space of a room is actually pretty simple. It is 1.4 for every standable tile and 0.5 for every walkable tile rounded to the nearest integer. For example, the 2x2 with a double bed had 4 walkable tiles for a total storage of 2 while the single bed room had 2 of each for a total space of 3.8 or 4 when rounded. This also accounts for chairs of all kinds. Since pawns can stand, or sit, on chairs they do not reduce the space of a room.
I have no idea why i watched the entire thing.
I don't even play the game...
You should.
You should dude. I just bought it a week ago. I've dumped 60 hours in it already and I have kids and a fulltime job lol This game is incredible.
you should, i still didn't bought the game, but i have like 100 hours played on the pirated game
@@VithorCasteloTutoriais dude, I get it, but I do hope you'll get the legit version eventually. Good games deserve to be bought.
Not gonna roast you, I've done similar in the past. But if I liked a game after some, ah, test driving, I did buy it.
@@mirjanbouma i plan on buying it, but i still don't have the money for it, i totally agree that good games should be bought
that how thay say it, you vote with your money
Materials' Beauty 2:54
Materials' Wealth 5:11
Room space/ Size 8:36
Tiny Room Optimization 11:07
Smallest Possible Rooms 19:45
A Note on Comfort 20:31
Best Possible Room 24:38
Recommended 0 Moods 26:11
Recommended +2 28:11
Recommended +3 29:55
Scaling Advice 31:14
Thanks! Saved me half an hour
Very useful! Thanks.
I'm playing my first game, and I made all of my colonists nice, big bedrooms made out of marble, with marble tile floors and a marble door, a wooden bed, dresser, and end table, air conditioning, and a light. The result? They complained about the "awful" bedrooms they had to sleep in!
I was _so_ close to ordering them to fight a rhinoceros with their bare hands! :)
Awful for such rooms? Are you sure you have a cleaner cleaning the rooms?
Maybe you have awful quality furniture. Also, Colonists only care about light when they are awake. 95% of the time they are in their room they are asleep.
Yea, because they don't actually use anything in the room, other than the bed. If the game wasn't in hyper-time mode, and they actually "got dressed", and "sat to rest/read", and "stored personal items in drawers" (provisions, tools, mementos, etc...) Then it would be worth programming all that code. Why waste time making code that does essentially nothing, and does it poorly?
It is cool that each room, depending on the beds in there, will get labeled as one room-type or another. But it is confusing if you overlap or combine rooms. (Put a medical bed in the kitchen, it is now a hospital. Change one bed to a prisoner-bed while keeping it as a medical bed too, and they all turn into prisoner beds and the kitchen is now a prison.)
It would be cool if it, instead, had actual "room styles", and a "structure style". (Thus, you could have a BASE, vs a HOUSE. A PRISON, vs a JAIL. An INN, vs a BARRACKS.)
Also, there should be a reason for various floor-types. One being easy to clean, one being hard to get dirty, one impossible to clean (dirt). With things like the cement (which oddly needs metal), being an actual "foundation" that can be placed over everything except deep-water, for building on. Instead, even if you have all cement floors, or marble, or wood... You can track massive dirt from all over the place, into corners you don't even use. (I am not even sure if the game can clean the dirt under beds, which might explain why the rooms end-up being "awful", even after cleaning. Because they still walk there, even if the bed is 100% of the floor, and the floor/dirt is 100% unseen.)
How clean are they? I have the same rooms round about at least, but i have one colonist that was a missclick (didnt want to save him from his pursuers) so he does nothing but cleaning all the time. If that doesnt do the job. Install vents and heaters. And if you put marble tables and steel dining chairs in there they rock up to slightly impressive! (Done that with my base because yeah i somehow had 3000 marble and i had an awful wooden barrack for all 3 at the start. I just made a bunch of decent bedrooms out of marble with dresser, heater, end table a table and two chairs each and marble tiles through literally the entire base)
I noticed a 5x6 works well, not too big, but not too small. Red carpet, marble walls, a dresser, end table, potted plant, and a light. Typically there’s room for sculpture, and it’ll make the room impressive.
Yes! 5x6 is my go to! It’s good as well bc you can fit three beds in it, an end table and a statue and get it to slightly impressive. So if you’re starting out/ have just taken in new colonists you can put them all in one place. Same with children, who don’t mind sharing a bedroom. It’s also easy to build since it’s so small, so it’s relatively easy to quickly make a few 5x6 bedrooms.
I know this is over a year old now, but I'm pretty sure that when people are talking about the bed positioning, they weren't talking about stats, but the fact that colonists would either walk around or over a bed, increasing travel times by small amounts (and therefore having it in the corner is best as it doesn't get in the way)
I tend to default to 6x6 rooms, ideally smoothed marble (only recently discovered the benefit of smoothed against brick, particularly that you can actually lay power lines in smoothed walls) with smoothed floor, wooden double bed, wooden end table, wooden wardrobe, wooden door, lamp and wooden daylily pot. For most part, it does the trick.
I like these in depth exploration of game mechanics. It would be cool to see one about tempurature dynamics, work efficiency, and/or combat statistics.
Warmer than 70, cooler than 90... However, apparently, your heaters and coolers work 24/7, even when not increasing the temperature. Hopefully they will just combine them into a single heat-pump, with the option to actually just "condition" the air. It is annoying to have to manually turn each one on and off, with seasons and between seasons, just to conserve the horrible power-mechanics of the game. (A generator producing 1000watts will start failing at around 500watts of "load", in the game. Causing everything to crap-out. Not to mention the horrible flaw with the code which drains batteries on "short-circuits", which are quite often.)
I am not going to go into the stupidity that says a room is always "50% lit", if it is one torch or one light, or twenty... Or the fact that windows are not even an option, or second-stories, or basement storage, and insulation factors of materials is not a consideration. (Wood and plastic being more insulated, while metals are heat-transferable, and stones being more like a hot/cold buffer.)
This is a game concept that has a lot of potential, but the developers of this game are just like Minecraft and Terraria now... Lazy, out of ideas, and out-of-reality imaginations that conflict too-much with reality and logic. The game is essentially being "kept alive", by people making mods to fix the issues, which then get "stolen/adopted", by the lazy coders, but in a horrible way.
Just like the failed logic/application of various materials. They are either phanominal, without justification, or blatant confusions of logic. It's like that rabid squirrel which kills your whole encampment, but a whole tribe of 20 bandits that barely wounds two of your settlers... Or like having a bored settler turn pyromaniac, upsetting others by waking them, turning them into pyromaniacs with an itchy trigger-finger... Resulting in a cascade of game-ending events, while a full 360-degree endless forest fire barely does any damage.
As soon as I saw the video length I knew this was gonna be good
I love your breakdown/guides Yeti. Thanks for making them! I really appreciate the effort you put into your research and presentation of your findings.
8:28 Close to the door is good for hospitals and underground bases. One prevent your injured idiots to dirty the hospital, keeping operation success high while the other the other makes sure you can escape an infestation instead of being cornered like a poor sould. :D
I felt like I just accidentally dozed off inside a multimedia lecture and slept through the entire lesson.
Anways that was a good nap, time to watch it again lmao
For the sake of fire safety I almost always ensure that the flooring beneath a door, as well as the door itself is fire resistant to prevent spread in larger structures. It's good to see that it doesn't affect the beauty as I thought it did (though I was happy with the safety tradeoff).
Yeti, my man, this was _so_ well done. I'm honestly blown away by the amount of effort and production value in this video. Keep up the amazing work!
Chairs everywhere new meta?
Not new at all, it's been around since like... I dunno A13?
Just make some random colonists craft constantly to get all excellent sculptures and fill a room with sculptures
I had an artist get inspiration a day before finishing my grand gold sculpture and got legendary and literally fucking cried. It instantly made my dining room extremely impressive...
imagine crying over a video game
@@zwan1886 Metaphorically literally, obviously.
I just want say this, congrats man.
@@angelgarcia4848 little necro, but thanks bruv! I still play that file. One of my melee colonists died yesterday to a swarm of man hunting rats that was literally about 200 little nibblers! :O The came out of nowhere and spawned maybe 20 tiles from the colonist, and they were recovering from gut worms so they were slower than the rats...
@@tastytwixthefirst oof, hope its going well
Wow. What a well-put-together video, with timestamps, even. Super kudos!
28:38 my colonists always go into each other's bedrooms if there's a table in there, and the room's occupants get a mood debuff for interrupted sleep.. Pain in the ass.
That's because your tables are considered social gathering spots. You can turn that off if you don't want them to do it.
@@blainehowes I'll definitely look into that as well ty. I ended up banning chairs from all bedrooms but seeing this vid I'll reconsider.
@@CentreSwift Dresser, bed and end table are all you need. Throw in something for beauty like a pot plant or urn or something. Then you can just leave space between the bed and the furniture. So left to right it'd be Wall, Dresser, space, bed, space, end table, Wall, space at the foot of the bed, door. I use 6x7 because I like the room and the door can be even.
At least they go into each other's rooms instead of throwing a party in the prison
Why use tables in their rooms?
I didn't think I'd be watching a half hour video about Rimworld bedroom stats but here I am
Very matter-of-fact presentation, informative, plus your voice is soothing. I learned plenty, thankyou!
Yeti's back! You're my favourite scientist. Thanks for spending the time studying this.
19:25 Not only did you miss all the data and functions behind each variable but you made dull designs for 2x1 rooms! THIS IS INCREDIBLE! Even if you lack on the theory side and had to do it by "trial and error", you did make something very interessting. Aimed right at the good spot: Neutral mood room. GG
Now: Cleanliness has quite an impact on rooms. At least on larger rooms, you'd prefer to prioritarize it over beauty since every values are following a logarithmic function (the more, the less in return), as such, you should try sterile tiles more often. One statue at 100 beauty + 0.40 sterile room might get you very far for little to no work.
4 bedrooms in a square with the middle wall that's part of all 4 bedrooms made out of high wealth material?
So like 1 gold wall can be used to boost a little 4 different rooms.
Now that's some galaxy brain shit
My man right here is going to harvard.
majormajorasic THANKS! This tip has helped me out so much. Like my colonists to have the BEST in bedrooms, haha.
Ascetics dont like it, but tough (yes, Soto, my ascetic doctor - this means you!).
I always just put my asctetic colonists in a 2x1 room
I don't know how accurate this info still is but you put a lot of work into this vid, and I appreciate it.
This is a minor thing, but something that could be useful is a video about "Recruit" vs "Reduce Resistance".
I thought that they are basically the same thing but reduce resistance allows you to decide exactly when they should be recruited, not immediately after their resistance is 0.
reduce resistance replaced the talk option from older versions. it's purely for training social
Reduce resistance when you want to sell someone to slavery
Randy always give me recruit perk so instant
I love your style. Carpet > Floor. Beauty > Comfort. Jade > Stone. Art == Good. Bigger == Better. Gold != worth it.
You are absolutely amazing! Time stamps before UA-cam even implemented it. This is the definition of great content.
Great video Yeti. Thank you so much.
Oh yes, I'd love to see more Rimworld advanced guides like these !
This is one of those things where I could have died happy not knowing what I've learned - but now that I know it's going to start seeping into all my building from now on. Good and very informative video, really enjoyed it!
Thanks Yeti for the guide, there is a problem with chairs and tables in bedrooms though, if the colonists decide to eat their breakfast in someone else's room they are likely to cause the disturbed sleep debuff, can get around it by zoning the base so people can only reach their own table but too much zoning can cause other problems, and there's a mod to remove disturbed sleep but then of course it's no-longer vanilla.
I believe the bed positioning rumor also dealt with disturbed sleep as it was thought to be proximity based so it was more placing the bed to ensure no one made sounds near where their bed was. If this was ever true, it no longer is.
Having just started playing Rimworld again, I found this video great, really informative. Ended up putting off sleep for a bit to watch it.
20:40 Comfort (with beauty) is super duper important for inside nerds(dwarfs). If you have a medic (non combat) or a crafter, get them the best beds and chairs, make sure they have to walk under the sky once a day and you get a no-break deal.
@19:20 The space stat is derived from the size of the room, subtracting points for obstructions. Tiles that are fully obstructed by furniture take away more space than tiles that are partially obstructed.
A really informative Rimworld video, good stuff, good work.
I appreciate you doing this in a very thorough way
Comfort is your break-risk breaker and also if your morale is high it's a good way to throw your pawns into inspiration range while they sleep.
What about that psychic emmiter? I put it In my bedroom hallway when I got one.
4:00 NIce observation! Did not expect this! +1
Now, we might need to justify the use of component and power, but I'd work with a powerless autodoor for a boost.
I like to go for 5x5 internal space right away for my colonists
Thanks so much for this! One of the best informative Rimworld videos I’ve seen.
EXTREMELY thank you. This must've been a lot of effort, and the information is very valuable.
Thanks for this video. This was amazingly informative and will help me a lot with keeping my people happy. The better rooms will offset them starving most times lol.
Yay yes this kind of thing is brilliant! Keep 'em coming (though don't think that this exempts you from posting your daily-drama episodes! :P )
Yeaaah, had a lot of issues getting this edited and rendered. Sorry for the lack of videos :D
No worries - seriously, this vid had some great takeaways. One aspect of your presentation in general that I really enjoy is that you take the time to detail the rationale behind your decisions when playing. This vid in particular had some real good conclusions come of it. Also, FWIW, I second the request for a "prison mechanics" vid - have always been curious about the ins and outs of that. Also, infestations! There is a myth of sorts about invasions favoring rough/unlit over finished/lit rooms. Would be really cool to actually explore the facts there as well.
Question to all of you:
I thought dresser and endtable increases regeneration gained by sleeping... dont they?
yes. rest effectiveness is good.
Love to see one on rest effectiveness and bed marierial and hospital beds
Holy shit this is really well done thank you. Didn't think it was that easy to get a mediocre bedroom with a 4x4. Excellent video.
Agree with others, you should have more subs! You’ve got mine. I really appreciate the hard work you’ve put into this and other videos. Great job, my friend! 😊
This video was very very informative and thorough, I'm impressed!
Great work and thorough, Yeti! Would love to see something like this on energy efficiency and battery use.
I didn't play that much lately but I really was under the impression that chemfuel generator is by far the best power source in the game. I don't use batteries anymore.
I barely ever mess with solar or wind anymore. I go wood early game (if wood is readily available) and chemfuel when I can tame some boomalope.
It's so easy to make chemfuel from corn or human meat (when I want to go full recycling ^^) that I don't even bother with boomalopes :D
I use a 3x4 layout. Enough room for the bedroom furniture, and it’s not too resource dependent. This layout works fine for double beds and singles, though there’s typically no room for a statue.
Bro you really deserve some props for this video. You did a great job. This really put some lead in my pencil you know what I mean.
You're under utilizing silver walls. 50 silver for 6 beauty and a big wealth boost which can be shared between two, three, or even four bedrooms. Precious material walls are a very under rated way of getting good bedrooms. As well as just making them bigger. I make 15x15 squares with 4 bedrooms each. All bedrooms have 29 tiles of space, with one pair being 4x7+1 and the other pair being 6x5-1. On regular crashlanded scenario you start with more than enough silver to make the shared walls out of silver for instant slightly impressive bedrooms on the first night.
At something like 238 impressiveness, one large legendary stone sculpture is
Dude - Great vid, very informative, good presentation and you even took the time to bookmark each section. How are you under 50k subs? Well, you got mine anyway!
This was very thorough from the perspective of room quality but I was a little disappointed that you ignored the rest effectiveness of the choices. Stone beds are not as effective at rest and same goes for not including dressers and nightstands. Including comments on the impact of those choices would make this more helpful towards specifically designing bedrooms.
26:14 sounded like something out of BoJack Horseman, a bear bones basic budget bedroom
Saving this for future playthroughs. This is brilliant information! It actually shocked me that Plasteel came out over Jade for walls. I was converting my last base to Jade for bedrooms, so I'll put a stop to that. I wish you could have went into further detail, but (like you said) it would have taken too much time to do. Either way, this is more information I had before watching this video, so thank you very much!
Adding art to 4x4 rooms makes it easy to get good moodlets.
This is really great, but one thing that would have been nice is to see the lowest wealth you can spend on a room for no moodlet. I suspect the marble 4x2 room with double bed is probably it, but not 100% sure. Reason this is important is because on higher difficulties having too much wealth makes the raids difficult or even impossible to deal with. Still helpful video, think I can probably piece together what to do with rooms on extreme based on this video. Cheers.
imagine you crash on planet and there is a lot of bedrooms
Helpful video, I've been playing for a while and I learned a few things still
6:50, one thing to mention is that the door is the only thing that is looked at. If you have a wire going threw the door, it won't give off any ugly sight since it's technically covered l, even when it's left open.
Just put jade royal with jade dresser in 5x5 room it will give you impressive, no need gold floor and stuff just smoothed walls and floor, while you at it throw small small art and maybe put potted plant inside.
Tbh living under the mountain has it downside with entombed underground minus 9 mood, so make sure you build many horsehoe pin and stuff for recreation outside.
I've gotten lucky and my mountain base had a hidden valley that was surrounded on all sides by mountain. So I simply put the dining area in that area and overcame that mood moodlet.
One thing I would like to see tested and just in general researched into would be Infestations. What all factors into spawning/preventing them.
Keeping your mountain base at -17C will prevent infestations
There was a guy who did this back in A17. I don't know how much would still be accurate is the problem.
I think the reason people used to put beds (and workbenches) in the center of rooms has to do with the early editions calculating room size and impressiveness based on where the pawn was standing (IE, pawns in a corner would think their room is smaller because their radius includes a lot of tiles outside the room). I don't think that applies anymore though
I have heard or read somewhere, that it should be better to place the bed in the middle of the room. Not that it would impact the room stat, but that it would give the pawn a feeling of having it more spaceous when sleeping in the bed. Likewise, the same source told that it is better to place work positions in the middle of the rooms, in order to give the pawns more of that spaceous feeling.
take your time. keep up the informative videos. good stuff.
Very interesting! Thanks, Yeti.
21:00 bedroom's furniture reduce time colonists need to spend on sleeping. It can mess the schedule up but it worth having.
Very interesting. Many thanks for all the effort!
really love videos like this one! I‘m always thinking about how I can optimize everything...
Stone beds are 10-15% less effective for rest though :s
Choices, choices...
Marble still gets a beauty buff though. If your pawn is great at construction it wouldn't matter much.
Oof, that's a lot of info. As someone who just started playing Rimworld (after watching some of your series) these are SUPER useful.
25:50 Excellent! Nice job!
I would like an idea like this guide but for weapons ranged and melee
This is nice cause I'm just colony building and trying to push out as much inspiration as I can
I think having the bed near the door is good if you want to minimize the travel times, while in the middle and in the corner it just looks better.
And the whole video all Matt wanted to do was go to bed!
Sir, that is one of the nerdies things I have seen in my life. Thanks!
19:00 I think I read someplace that the space the bed occupies and other furniture counts as half a tile for walk ability. So that kinda explains why in a 2X2 with a double bed you have 2 tiles to walk on, but not really why in a 2X2 with a single bed you have 4 instead of 3....
Thank you for giving a timeline early on.
It'd be interesting to see what it takes to get a really nice barracks, and whether that might save labor or space over a bunch of mediocre bedrooms.
im always looking for maps with marble, granite and sandstone. but etherway, this video helped me alot in planing my rooms. thank you^^
Regarding space: If a pawn can stand there (chair or nothing) it counts as a full space. If they can path through it (bed, endtable) the space counts as half.
THIS IS A GRAND TUTORIAL EVER! THANKS !
More guides please, Rimworlds 1.0 release is around the corner and having some nicely done guides waiting for the influx of new players would be wonderful.
I'd also hope you'd do something something for Oxygen Not Included one day since no good guides exist anywhere.
"It's not worth it"
Me, who tries to endgame in a way that makes every colonist as happy as possible: Is that a challenge?
Now I really want to see what the literally *best* room possible is. I mean 63x64 gold walls, gold tiles, legendary gold royal bed with legendary gold artwork lining the walls (or whichever piece of furniture/art raises the quality most despite taking up space) just to see how impressive a room can get.
I go with 5x5 bedrooms basically always. Easy to get to very impressive with common materials once you have a good builder and some random statues.
MAN, THAT'S A EXEMPLE OF A VIDEO.
"you need luck to get a woundrusly impressive room"
Or a fuck ton of gold and a legendary grand sculpture made of it
For those of you who avoid wood like the plag....
Found the Canadian.
I'm sorry but I'm a little confused. In your wall material bit you say that marble gives less value than slate/limestone/granite, but later when talking about beds and space and so forth, you're suggesting that the marble room is better than the slate room, even though it"s smaller? Sorry if I'm not following correctly...
This is great and you even proved I believed in a myth!