Difference between revisions of "Drum"
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{{Ideology}} | {{Ideology}} | ||
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{{Infobox main|misc | {{Infobox main|misc | ||
| name = Drum | | name = Drum | ||
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| description = A large wooden drum used as a music source for tribal rituals and parties. | | description = A large wooden drum used as a music source for tribal rituals and parties. | ||
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Ideology (Buildings) |
| placeable = true | | placeable = true | ||
| path cost = 50 | | path cost = 50 | ||
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== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} Pawns do not need an ideoligion with the drum party ritual in order to build this item. | |
== Summary == | == Summary == | ||
At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum. | At least 1 drum is required to start the [[Rituals#Drum party|drum party]] [[ritual]]. Each drum ''played'' adds {{+|5%}} quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum. | ||
+ | |||
+ | Despite having the appearance and name of a real-life musical instrument, colonists do not consider the [[Drum]]{{IdeologyIcon}} to be a valid musical instrument when attempting to gain recreation. | ||
+ | |||
+ | While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 [[Artistic]] experience which is impacted by their passion. | ||
+ | |||
+ | Drums do ''not'' produce a mood bonus in an area of effect like other [https://rimworldwiki.com/wiki/Recreation#Playing_a_musical_instrument musical instruments] do. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing. | ||
== Analysis == | == Analysis == | ||
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== Version history == | == Version history == | ||
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
+ | * [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab. | ||
+ | * [[Version/1.4.3529|1.4.3529]] - Fix: Clicking drums without [[Royalty]] installed produces a missing royalty message. | ||
− | {{Nav| | + | {{Nav|ideology|wide}} |
− | [[Category: | + | [[Category:Ideology (Buildings)]] |
Latest revision as of 21:40, 28 April 2025
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Drum
A large wooden drum used as a music source for tribal rituals and parties.
Base Stats
- Type
- Building – Ideology (Buildings)
- Mass
- 5 kg
- HP
- 100
- Flammability
- 0%
- Path Cost
- 50 (21%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 35%
- Terrain Affordance
- Light
- Recreation
- music
Creation
- Work To Make
- 800 ticks (13.33 secs)
- Stuff Tags
- Leathery, Fabric
- Has Quality
- False
- thingCategories
- BuildingsJoy
- tradeTags
- MusicalInstrument
A Drum is a source of musical recreation, as well as being used in the Drum Party ritual. The Drum was added by the Ideology DLC.
Acquisition[edit]
Drums can be constructed, each requiring 30 Stuff (Leathery/Fabric),
50 Wood and 800 ticks (13.33 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material. Pawns do not need an ideoligion with the drum party ritual in order to build this item.
Summary[edit]
At least 1 drum is required to start the drum party ritual. Each drum played adds +5% quality to the ritual, increasing the chance for a positive outcome. 50% of participants, rounded up, will actually play a drum.
Despite having the appearance and name of a real-life musical instrument, colonists do not consider the Drum to be a valid musical instrument when attempting to gain recreation.
While drum is being played during the ritual the colonist's recreation and music tolerance will increase. They will gain meager 3 Artistic experience which is impacted by their passion.
Drums do not produce a mood bonus in an area of effect like other musical instruments do. This includes both colonists who are not participating in the ritual but are nearby as well as colonists who are included in the ritual and are dancing.
Analysis[edit]
Drum parties are one of the strongest rituals, with the biggest good mood modifiers (+8 / +16), and a chance at a +20% Global Work Speed buff independent of the regular ritual reward. However, drums require a textile to create, which can be a little difficult to obtain at the start of the game, before your first cotton plants have finished growing.
Drums are generally cheaper than the loudspeakers used for the dance party; loudspeakers require 80 Steel,
2 Components per speaker. However, pawns do not have to play a loudspeaker - 6 loudspeakers will give max quality, regardless of how many pawns you have. Drums also take 1 more tile of space due to requiring an interaction spot. Dance Party and Drum Party are otherwise equivalent rituals, with the same moodlets and same possible Global Work Speed buff.
Drums are technically a cheap way to get musical recreation, however colonists will only play drums during drum rituals, gaining both the recreation from the ritual passively, and the recreation from the drum from actively playing it. For this reason Harps may be more practical but also require their own research to make.
Stats table
![]() |
Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 177 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 165 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 117 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 144 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 132 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 132 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 260 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 108 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 230 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 123 ![]() |
![]() ![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 168 ![]() |
![]() |
0 | ticks (13.33 secs) | 800150 | 0% | 136 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 168 ![]() |
![]() |
0 | ticks (13.33 secs) | 80060 | 0% | 215 ![]() |
![]() |
0 | ticks (13.33 secs) | 800150 | 0% | 162 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 189 ![]() |
![]() |
0 | ticks (13.33 secs) | 800240 | 0% | 335 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 120 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 126 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 144 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 144 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 153 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 108 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 120 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 126 ![]() |
![]() |
0 | ticks (13.33 secs) | 800150 | 0% | 189 ![]() |
![]() |
0 | ticks (13.33 secs) | 800100 | 0% | 144 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 183 ![]() |
![]() |
0 | ticks (13.33 secs) | 800200 | 0% | 485 ![]() |
![]() |
0 | ticks (13.33 secs) | 800130 | 0% | 153 ![]() |
Version history[edit]
- Ideology DLC Release - Added.
- 1.4.3523 - Moved from Misc to new Ideology architect tab.
- 1.4.3529 - Fix: Clicking drums without Royalty installed produces a missing royalty message.