Bedroom sizes

Started by Clayton, August 21, 2014, 09:05:26 PM

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Clayton

What's the minimum size of a bedroom that colonists wont lose happiness over?

Apparently 2x2 is way too small  8)

StorymasterQ

I think it was 5x6 or something?
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Clayton


Raufgar

Personally, I make 5 x 7 rooms for each of my colonists. Still have plenty of space left over. Then again, I am using, by default for all my colony attempts, the 250 x 250 Medium map size. Make sure that the bed is not touching any wall when you place it. One space away from the "back wall" so to speak is enough.
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HalfBrother

I use 5 by 5. They don't complain, but it doesn't give the spacious interior boost. Keeps them sane though.

Coenmcj

1X2 And threaten them with death. simples. :D
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naptha

An easy way to get the spacious boost is to throw a bed into the corner of large rooms.  Dining hall? Slap a bed in. Long hallway? Could use a bed. Stockpile room? Yep, you're sleeping in there.  Kitchen? You're just first in line for breakfast.
Anything near-ish to 30 squares total gets a freebee bed.  You'll be amazed at how many fewer "bedrooms" you have to dig out!

Bonus tip: Have giant bedrooms with wasted space? Charge a battery in the corner and then disconnect it from the grid. You'll have tons of reserve power and your work crew is likely already on the other side of the room ready to hook it back up in an emergency! Leave a single metal stockpile out in the hallway for material, several bedrooms can share it.

MajorFordson

Do "cave world" backstory colonists suffer from "cramped" and "dark"? Because they shouldn't!

UrbanBourbon

5x6 nets you the 'spacious' bonus already. 4x4 counts as 'cramped'. This needs to be researched yesterday. The lack of knowledge is starting to get irritating but it doesn't yet overcome the irritation of doing the research. Anyway, I put all my optimists and their ilk in shared bedrooms. Because they're optimists and (un)naturally happy. They'll love it. Or else.

Rahjital

#9
Here's your science:

The pawn checks nearest 100 squares in a radial pattern. Each square inside the room that can be walked through counts as 1, each square than can be walked through but cannot be stood on (beds, tables, sandbags, rock debris, etc.) counts as 0.5; if the final count is less or equal to 6, you have a very cramped room; if it is less or equal to 15, you have a cramped room; and finally, if it is more than 26, you get a spacious room.

This is why a 4x4 room nets you 'cramped': It's 16 squares, but the bed reduces it by 2 * 0.5, meaning it counts as 15 squares - precisely the limit for cramped. Adding one square anywhere should get you rid of that thought, as long as you don't add any more furniture. 5x6 gives you 30 free squares, so even if you add a bed, a plant pot and a lamp, you'll still be at comfortable 28, one and half squares more than what's needed for 'spacious'.

(To be accurate, the game actually starts with 100 and subtracts 1 for every unwalkable square, but the result is the same)

Clayton

Thank you for the run down! Certainly changes my perspective on designing rooms.

milon

#11
FYI, doorways count as very cramped 1x1 rooms.  I had a doctor treating a patient whose bed was right next to the door way.  The doctor stopped in the door way, and nearly went insane from being in a very cramped room for a long time.    -_-

EDIT - I'm fairly certain that to get Spacious Interior, the room needs to be at least 5 x 6.  (A really long hallway that's only 1 or 2 wide won't cut it.)

Rahjital

#12
Quote from: milon on August 22, 2014, 02:55:41 PM
FYI, doorways count as very cramped 1x1 rooms.  I had a doctor treating a patient whose bed was right next to the door way.  The doctor stopped in the door way, and nearly went insane from being in a very cramped room for a long time.    -_-

EDIT - I'm fairly certain that to get Spacious Interior, the room needs to be at least 5 x 6.  (A really long hallway that's only 1 or 2 wide won't cut it.)

Yes, doors count as tiny rooms all by themselves, this is because of a technical aspect of how Rimworld works. You can watch this video if you want to know why is it done that way.

Hallways don't work because of the radial pattern the game searches in. In other words, free tiles past certain distance don't count, hard to say what the distance is without experimentation, though. All you really need for 'spacious' thought is a 5x5 room with two additional tiles added in, as long as it does not contain any furniture - but of course, 5x6 is much more practical as you can throw a bed in without trouble and less hassle to build.

ShadowTani

I'm sticking to my 1x2 bedrooms myself. It's only talk about temporary penalties that go away as soon as they leave the room. They only use the bedroom to sleep, which is a process that refills the mood meter anyway.

ZestyLemons

Quote from: Rahjital on August 22, 2014, 04:50:45 PM
Quote from: milon on August 22, 2014, 02:55:41 PM
FYI, doorways count as very cramped 1x1 rooms.  I had a doctor treating a patient whose bed was right next to the door way.  The doctor stopped in the door way, and nearly went insane from being in a very cramped room for a long time.    -_-

EDIT - I'm fairly certain that to get Spacious Interior, the room needs to be at least 5 x 6.  (A really long hallway that's only 1 or 2 wide won't cut it.)

Yes, doors count as tiny rooms all by themselves, this is because of a technical aspect of how Rimworld works. You can watch this video if you want to know why is it done that way.

Hallways don't work because of the radial pattern the game searches in. In other words, free tiles past certain distance don't count, hard to say what the distance is without experimentation, though. All you really need for 'spacious' thought is a 5x5 room with two additional tiles added in, as long as it does not contain any furniture - but of course, 5x6 is much more practical as you can throw a bed in without trouble and less hassle to build.

I wonder why Tynan hasn't made it so regions that are doors don't provide cramped thoughts.
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