More than just pictures!
When I think of visual art, I forget about how many artistic media exist. A starving artist may be wrapped up in photography, composing music, filming, or designing the next great door stop... Expanding art's impact beyond mood modifiers gives the player options to use their colonists' artistic skills to accomplish more than just pleasing aesthetics.
Art in Rimworlds
On RimWorld planets the role of art is pretty diverse. Glitterworld artists mix may genetics with the latest fashions, then lovingly fashion ornate armors with exotic materials. Medieval worlds pass on knowledge through illuminated manuscripts and commemorate bloodlines and battles with tapestries. Tribes do their thing with earthenware crafts and salvaged cloth. Urbworlds are plastered with Orwellian propaganda and memetics. Even mechanoid AIs have been found to have variants of mysterious, seemingly superfluous programming and visual codes.
With all the worlds that interact with your colony, your colonists' exposure to art could be very extensive. Below are some areas art can be applied to, aside from the entertainment aspect that already exists.

Da Vince on making better hydroponics tables.Educational
Throughout history art has had an educational aspect. Art is used to clearly illustrate concepts and maintain a reader's interest. Great inventors like da Vince also being great artists isn't a coincidence. Currently, skilled professional artists like medical illustrators are often in high demand.
In a RimWorld colony, educational art could be used to create works similar to very basic neurotrainers, slowing skill degradation or improving the skills of colonists that use it. Educational art could play off colonists with high levels of art and another skill. Having a lvl 16 "Planetary Master" chef who's also a capable artist could lead to a profitable export of instructional cooking codices to traders.
Instructional
Similar to education, instructional art is used to directly influence colonist behavior. Instructional art could provide small stat boosts for different working environments. Think of the installed instructional works as informational bulletins on best practices, or as reminders to wear safety equipment. With updated colonist danger AI incoming1, instructional signs could also be used to tell visitors or colonists to avoid certain areas.
It's easy to think that any colonist could prop up a "wear your goggles" sign, but only the best artists create messages that are influential and memorable. Most importantly, in the diverse and expansive RimWorld universe communicating to all viewers is a difficult task. An analogous example would be the struggle to make sure future generations don't accidentally uncover nuclear waste.
1Oct 27 - Created initial colonist danger avoidance AI so they can avoid areas that are too hot or cold to survive in their current apparel.
When I think of visual art, I forget about how many artistic media exist. A starving artist may be wrapped up in photography, composing music, filming, or designing the next great door stop... Expanding art's impact beyond mood modifiers gives the player options to use their colonists' artistic skills to accomplish more than just pleasing aesthetics.
Art in Rimworlds
On RimWorld planets the role of art is pretty diverse. Glitterworld artists mix may genetics with the latest fashions, then lovingly fashion ornate armors with exotic materials. Medieval worlds pass on knowledge through illuminated manuscripts and commemorate bloodlines and battles with tapestries. Tribes do their thing with earthenware crafts and salvaged cloth. Urbworlds are plastered with Orwellian propaganda and memetics. Even mechanoid AIs have been found to have variants of mysterious, seemingly superfluous programming and visual codes.
With all the worlds that interact with your colony, your colonists' exposure to art could be very extensive. Below are some areas art can be applied to, aside from the entertainment aspect that already exists.

Da Vince on making better hydroponics tables.
Throughout history art has had an educational aspect. Art is used to clearly illustrate concepts and maintain a reader's interest. Great inventors like da Vince also being great artists isn't a coincidence. Currently, skilled professional artists like medical illustrators are often in high demand.
In a RimWorld colony, educational art could be used to create works similar to very basic neurotrainers, slowing skill degradation or improving the skills of colonists that use it. Educational art could play off colonists with high levels of art and another skill. Having a lvl 16 "Planetary Master" chef who's also a capable artist could lead to a profitable export of instructional cooking codices to traders.
Instructional
Similar to education, instructional art is used to directly influence colonist behavior. Instructional art could provide small stat boosts for different working environments. Think of the installed instructional works as informational bulletins on best practices, or as reminders to wear safety equipment. With updated colonist danger AI incoming1, instructional signs could also be used to tell visitors or colonists to avoid certain areas.
It's easy to think that any colonist could prop up a "wear your goggles" sign, but only the best artists create messages that are influential and memorable. Most importantly, in the diverse and expansive RimWorld universe communicating to all viewers is a difficult task. An analogous example would be the struggle to make sure future generations don't accidentally uncover nuclear waste.
1Oct 27 - Created initial colonist danger avoidance AI so they can avoid areas that are too hot or cold to survive in their current apparel.



