Rooms and doors are the building blocks of metarooms and worlds. A room is a quadrilateral space usually taking the form of a rectangle with straight sides, although in C2 they may have floors of varying height and in C3/DS the top and bottom may be raised or lowered independently of one another.
Despite the name, areas that correspond to one visually contiguous space in the games after C1 - such as the incubator area in C2, the lower levels of the C3 Jungle Terrarium or the lower Norn Meso in DS - are normally composed of multiple rooms linked together. This allows for more natural flow of CAs and provides much more detail and variability in shape than is possible for a single large room, which can have only four sides. Regions in which neither is a factor, such as the C3 Crypt, are usually composed of a single room.
If rooms in C1/C2 are improperly defined, it can result in Black Holes forming.
A common CAOS error in Creatures 3 and Docking Station is "invalid map position", this is caused when an agent falls outside of room boundaries when they have their attributes set to notice room boundaries. Another common errors are "Failed to get room ID" and "Failed to get room property" which happens if an agent is picked up and held outside the room system. In C3/DS, the wasteland glitch, caused by geats looking at each other, can cause room types to change to atmosphere.
C3/DS room types
|0||Atmosphere||Heat and light travel well, nutrients and water do not.|
|1||Wooden Walkway||Insulates against heat, but permits water to drip through.|
|2||Concrete Walkway||Less permeable to more CA than a wooden walkway.|
|5||Normal Soil||Fairly permeable to most CA.|
|6||Boggy Soil||Retains more moisture than normal soil.|
|7||Drained Soil||Loses more moisture than normal soil.|
|8||Fresh Water||Restrictive to heat.|
|9||Salt Water||Restrictive to heat.|
|10||Ettin Home||Loses the smell of machinery.|
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