Impressiveness Explained: Keep Your RimWorld Colonists Happy
Impressiveness Explained: Keep Your RimWorld Colonists Happy
Impressiveness is 65% the average of four factors and 35% the weakest one, then a space cap, then ×100. Wealth is buildings, plants, and floor terrain. Floor items do not count. Positive cleanliness does not raise the score. Only dirt pulls it down. Bedroom, barracks, dining, rec, and hospital each use their own mood table.
RimWorld 1.6.4871Inspect pane numbers in, mood out. The bedroom planner uses the same mix.
- 65% average · 35% weakest
- Dirt hurts, sterile does not raise I
- Dining starts at decent +2
- Greedy until 50
There is no one shared mood table
An awful bedroom is −2, not −4. A dull private bedroom has no thought. Dining and rec thoughts are empty until decent (+2). Barracks stay negative until very impressive. Hospital mood is a situation thought while the pawn is in a medical bed, not a leftover memory from eating.
West shack, center bedroom, east dining
How the inspect pane builds the score
Each factor first divides by a constant, then GetFactor: below 1 it stays linear; above 1 it becomes 1 + ln(x). Negative values mirror that. Mix = 0.65 × average + 0.35 × min. If that mix is still above 5 × space factor, the game pulls 75% of the way down to the cap, then multiplies by 100.
Stages: awful below 20, dull 20, mediocre 30, decent 40, slightly impressive 50, somewhat 65, very 85, extremely 120, unbelievably 170, wondrously 240.
Mood depends on the room role
| Stage | Score | Bedroom | Barracks | Dining / rec | Hospital |
|---|---|---|---|---|---|
| Awful | < 20 | −2 | −7 | none | −4 |
| Dull | 20 | none | −5 | none | −2 |
| Mediocre | 30 | +1 | −4 | none | none |
| Decent | 40 | +2 | −3 | +2 | none |
| Slightly impressive | 50 | +3 | −2 | +3 | +1 |
| Somewhat impressive | 65 | +4 | −1 | +4 | +2 |
| Very impressive | 85 | +5 | +1 | +5 | +3 |
| Extremely impressive | 120 | +6 | +2 | +6 | +4 |
| Unbelievably impressive | 170 | +7 | +3 | +7 | +5 |
| Wondrously impressive | 240 | +8 | +4 | +8 | +6 |
A dull private bedroom (no thought) still beats a decent barracks (−3). Park a compact hub so the dining table is on a short walk from the kitchen.
Greedy, ascetic, jealous
Greedy
No bedroom, or awful through dull: −8. Mediocre −6. Decent −4. Silent from slightly impressive (50) up.
Ascetic
Awful +5, dull +4, mediocre +3. Decent and slightly impressive are empty. From somewhat impressive (65) up: −5.
Jealous
−8 mood when another colonist bedroom is at least 10% more impressive than theirs (absolute 10% of their score). The thought names that pawn.
Royalty
Knight throne 60 / bedroom 40. Praetor 90 / 50. Baron 120 / 70. Count (archon) 160 / 80. Higher titles keep the Count room bars unless a later def overrides them.
Raise the weakest factor first
- Wealth. Flooring and furniture market value. Sculptures, thrones, and fine floors. Not stacks of meals.
- Beauty. Sculptures (small 50, large 100 beauty at normal quality), plants, fine floors. Averaged across the room, so one statue in a warehouse barely moves it.
- Space. Standable cells × 1.4. A 5×5 interior with a bed is not a palace. Open floor beats cramming art into 4×4.
- Clean. Haul filth. Positive cleanliness is ignored for this stat. Sterile tiles still help the hospital infection curve.
Ideology meditation focus can scale with room impressiveness. Grave visiting joy also rises with it. Console uses the same stages. Official RimWorld is single-player; the inspect pane is local.
Mix the four numbers
Type the four inspect-pane stats. The mixer uses the same GetFactor, 65/35 blend, and space cap as the game.
Weakest factor named below.
Bedroom, hub, kitchen
Lay out a real bedroom with the bedroom planner. Drop a compact hub so dining sits next to the kitchen chain. Ugly tiles and debris are a separate hit in unsightly environment. If you are still learning the basics, see the beginner page.