RimWorld Stone Types (1.6.4633) | Best Walls, Floors, Doors Tool

Local Game Data Snapshot

RimWorld Stone Types (1.6.4633)

The fast answer for walls, floors, doors, sculptures, and traps. Build smarter, not harder: sandstone first, granite only where hits concentrate, marble where mood compounds, and vacstone only if Odyssey is on and wealth can take it.

Best Default Shell Sandstone. It cuts and builds faster, and still takes the same termite hit count as every classic stone.
Best Mood Stone Marble. Small sculptures and room-facing walls are where marble pays back every day.
Door Rule Classic stone doors all run at 0.45x door speed. Keep them off combat paths.

The 90-Second Fix

Quick Solution: Best Stone For Every Job

These picks follow the local 1.6.4633 rev1266 defs for classic stones and source-backed Odyssey rows when DLC is toggled on.

Outer Walls & Killboxes

Put your shell up in the stone that saves the most labor, then double-layer it before raids scale.

Best Pick
Sandstone early. Granite only on corners and last-stand tiles.
Sandstone is the fastest classic wall at 420 HP and still takes 2 direct thump hits.

Interior Beauty

Use the stone that actually moves room impressiveness and sculpture payoff, not the one with the highest shell HP.

Best Pick
Marble for bedrooms, dining, rec, and art.
Marble carries the strongest classic beauty modifier, so mood rooms are where it wins.

Floors & Pathing

Stone floor stats are mostly shared. The material choice is about cutting speed and visuals, not movement magic.

Best Pick
Any stone for tiles. Sandstone for fastest rollout.
All classic stone tiles are 4 blocks, 1100 work, and 1 beauty in the local floor defs.

Doors & Traps

Raiders hit doors. Builders suffer through trap throughput. Use stone only where the labor trade makes sense.

Best Pick
Avoid classic stone doors. Sandstone is the least painful stone trap.
Classic stone doors all open at 45% speed. Sandstone keeps trap and wall labor lowest.

Core Comparison

Stone Stats Comparator

Sort by the stat that actually matters for the job. HP spreads are real, but frag and termite breakpoints compress them fast.

Material Table

Core 1.6.4633 + optional Odyssey rows
Stone Type Wall HP Wall Work Direct Frag Termite Beauty Notes

Raid Math That Matters

Advanced: Breachers, Layering, DLC Spots

Bomb, thump, and demolish math explain why layered layouts and repair staging beat obsessing over a single strongest wall tile.

rimworld stone types breach and layering panel preview

Breach Math, Not Vibes

The local defs give walls 2x Bomb and 2x Thump multipliers on top of the damage defs. That turns a direct frag into 400 wall damage and a thump shell into 270.

  • Granite, limestone, and sandstone all take 2 direct thump hits.
  • Marble and slate hit the bad 1-frag breakpoint at 360 and 390 wall HP.
  • Demolish damage spreads more, so granite buys several extra breach-axe swings.
rimworld stone types dlc spotlight panel preview

Vacstone And Obsidian

When Odyssey is enabled, vacstone becomes the premium perimeter material while obsidian becomes the beauty-heavy specialty pick.

  • Vacstone uses a 1.8x HP factor and keeps the classic stone door penalty.
  • Obsidian uses 0.5x HP, 2x beauty, and +8 beauty offset.
  • Obsidian doors are not slow, but the HP drop is severe enough that combat doors still should not be obsidian.
rimworld stone types logistics panel preview

Stonecutting Labor Wins Fights

The local recipe data sets stonecutting to 1600 work per chunk and 0 crafting XP. That means block flow is pure logistics: chunks close, bills tight, and rebuild caches staged near breach magnets.

  • One chunk always becomes 20 blocks.
  • Sandstone uses the lowest classic WorkToMake factor at 1.1x.
  • Stone floors share stats, so cut the stone that keeps crafters moving.

Workshop Workflow

Logistics, Bills, And Upgrade Timing

Most colonies waste more time hauling chunks than they save by swapping every wall tile to the toughest stone too early.

Copy-Paste Bill Setup

Local stonecutter table: 75 stuff + 30 steel
Bill: Make Sandstone Blocks
- Do until X: 480
- Pause when satisfied: On
- Unpause at: 360
- Ingredient radius: 12
- Drop on floor: Yes
- Allowed chunks: Sandstone only

Stockpile rule:
- Chunks next to bench: Critical
- Main chunk pile: Normal
- Blocks near builders: Important

Use sandstone for the first serious perimeter, add the second wall layer before breachers become routine, then patch only corners, turret recesses, and final hold points in granite or vacstone.

Version Notes

Patch History That Still Matters

The tool logic is built on your local 1.6.4633 rev1266 install. The links below are the official posts and the DLC pages that explain the current stone menu.

  1. 2025-07-11
    Odyssey + free update 1.6 out now This is the official feature split where vacstone and obsidian enter the player-facing material list.
  2. 2025-07-22
    Update 1.6.4528 released Stability follow-up. No meaningful stone-role shift for this tool.
  3. 2025-07-29
    Update 1.6.4535 released Post-launch fixes. Classic stone advice remains the same.
  4. 2025-08-28
    Update 1.6.4566 System update, mainly useful as version context for Odyssey-era saves.
  5. 2025-10-31
    Update 1.6.4630 released The last official patch post in this chain. Your local install is slightly newer at 1.6.4633 rev1266.

Sources & Related Reads

Where The Picks Come From

Classic rows are backed by your local game defs. Odyssey rows are source-backed because the current local install only includes Core data.

Practical answer: build outer walls in sandstone first, double-wall them when raids escalate, reinforce only the breach magnets in granite or vacstone later, use marble where colonists stare every day, and keep classic stone doors away from combat lanes.