However, the Beauty of a room applies to character within a room regardless of the room type (even for generic "Rooms"), proportional to how long the character spends in that room, so it can be beneficial to beautify any type of room that characters spend a solid amount of time in.Ĭleanliness has different impact for different room types. Impressiveness has no impact on other room types. The Impressiveness of a room only matters for the purposes of rooms with associated thoughts, as the mood benefit (or penalty) scales with the Impressiveness of the room. For example, marking one bed as being for prisoners marks all beds in that room as being for prisoners, so a room cannot simultaneously be both a bedroom/barracks and a prison cell/barracks. Note that this does not apply across bedroom/barracks types, as beds can only be set to a single "type" per room. However, neither the workshop role or the kitchen role has an associated thought, so this is less relevant for mood. a Telescope), they'll only gain the dining room thought and not the rec room thought.Īnother common example is placing multiple "clean room" facilities, such a research benches, stoves, and hospital beds, in the same room so they all benefit from efforts towards a sterile environment. If they, for example, only eat in the room and use a recreational activity elsewhere (ex. However, a character will gain the thought about a Dining Room if they eat at the table in that room, as well as gaining the thought about a Rec Room if they utilize one of the recreational activities in the room. For example, having both a table and a billiards table in the same room will cause it to be labeled as a Rec Room. The associate thought and mood effect is triggered only by using the room for its associated purpose for each role. While rooms can only have one of the room role labels at a time, they can fill multiple of them simultaneously and grant the benefits.
These mood effects are typically applied when a character begins said activity in the room, and last for 24 hours. eating at a table in a dining room, sleeping in a bed in a bedroom, using a recreational facility in a rec room). To gain this mood effect, the room must be used by a character for its associated purpose (ex.
Only some room types grant a mood effect, identified in the table below. Room roles and stats can be inspected using the room inspection tool found in the bottom right of the screen. These are automatically-defined values that passively affect the behaviors and potentially the mood of characters in the room. Rooms have 'roles’ and stats based on what is inside them. Ascetic: Unhappy if room is too impressive.Jealous: Unhappy if anyone has a noticeably better room.Greedy: Unhappy without sufficiently impressive room.Mood of the people residing in them, resulting in thoughts like.