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Home » Completing All Room Types in RimWorld: A Guide to Solving Spaces

Completing All Room Types in RimWorld: A Guide to Solving Spaces

Emily Smith by Emily Smith
July 17, 2025
in Gaming
Reading Time: 11 mins read
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Completing All Room Types in RimWorld: A Guide to Solving Spaces
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Building a successful colony in Rimworld requires careful planning and efficiency. One of the most important elements is how you design your base. You might be tempted to toss everything into one large room—after all, it’s shelter for your inhabitants, right? But there’s much more to consider.

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It turns out that your pawns need a lot more than just a roof over their heads. Understanding the different types of rooms in Rimworld is essential for keeping your pawns content and productive. From cozy bedrooms that provide much-needed rest to specialized hospitals for treating injuries, knowing the specific purpose and best layout for each room is vital for a well-functioning settlement.

Types of Rooms

Rimworld features a variety of rooms. A room is defined as an enclosed space with a roof that contains the appropriate furniture.

One room can serve multiple functions. For example, a space with both a bed and a table can function as both a Bedroom and a Dining Room. The game will only display one type of room name at a time, but it effectively serves both purposes for your pawns when they utilize the space. You don’t need to completely segregate your rooms.

Room Name

DLC?

Requirements

Bedroom/Barracks

None

Any bed or sleeping spot. A room is classified as a Bedroom if it has one bed or multiple beds shared by couples or families.

Dining Room

None

A table is needed. Eating at a table provides a mood boost.

Kitchen

None

A Stove or Butcher’s Table is required. Cooking in a Kitchen enhances efficiency.

Storeroom

None

Shelves are necessary, but there are no specific benefits.

Workshop

None

Any production furniture other than research-related setups. Jobs in a Workshop are executed more efficiently.

Laboratory

None

Needs Research Benches and certain Biotech items to improve work efficiency.

Hospital

None

Similar to Bedrooms/Barracks but specifically for patient care with appropriate Hospital Beds.

Prison Cell/Prison Barracks

None

Same as Bedrooms/Barracks, only for prisoners.

Rec Room

None

Requires recreational items.

Barn

None

Needs animal sleeping spots or beds.

Tomb

None

Graves or Sarcophagi are needed.

Throne Room

Royalty

Demands any Meditation Throne.

Temple

Ideology

Requires Altars or Ideograms.

Ceremonial Chamber

Anomaly

A Psychic Ritual Spot is necessary.

Containment Cell

Anomaly

Requires Holding Spots or Platforms.

Nursery

Biotech

Needs Cribs or Baby Sleeping Spots.

Classroom

Biotech

Requires School Desks.

Playroom

Biotech

Needs Toy Boxes.

Deathrest Chamber

Biotech

Requires Deathrest Caskets.

The quality of a room is determined by four key factors:

  • Room size.
  • The value of the items inside.
  • The aesthetic appeal of the items inside.
  • Cleanliness.

Paying attention to all four aspects is crucial if you want to create high-quality rooms. Better rooms lead to happier pawns, making it worthwhile to invest time and resources into enhancing your colony’s living spaces.

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Emily Smith

Emily Smith

Emily is a digital marketer in Austin, Texas. She enjoys gaming, playing guitar, and dreams of traveling to Japan with her golden retriever, Max.

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