
You might feel the temptation of going big the break rooms. You could have a super tiny room with a single coffee machine if you wanted. So for example, adding a chess board will increase by 4 the refreshments added to vendor/coffee machines during a day.Īt first, I thought a table was needed since the workers sit on it. That's the daily regeneration rate for the refreshments of the break room. Next, you'll also see the number 24 on top. It effectively caps out at 10 so my recommendation would be to go for one vending machine (four refreshments) and two coffee machines (three refreshments each) when you have enough space. That's the refreshments that are currently available at vending machines and coffee machines. On top, you can see 10 green icons of coffee cups. To explain how it works, let's have a look at my thin break room here: Once a worker needs a break, he'll start moving towards the closest break room that has available refreshments.

The higher mood is, the longer a worker can work before needing a break. The higher the better, but it might cap out at +50 mood as the floor color doesn't change after that.

The score is simply the positive impact of the decoration in the room minus the negative impact of the noise of the workstations. If you click on the small room effect icon on the upper right corner of the screen, you'll see a colored overlay on the floor of each room as well as a mood score: But I'd like to explain the way they work in more detail.

Break rooms are a crucial part of your workshop and you learn a little bit about them during the in-game tutorial when one of your workers collapse.
