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Darkness isn't implemented that well in the game. It's causes dissatisfaction for the pawns and they work and move slower but, as the game is so well lit even in the middle of the night during an eclipse, it's very easy to ignore or forget about this mechanic.
I'd love to see a change or mod that introduces true darkness and portable light sources as well as the inability for pawns to do anything really practical when it is dark (seriously, operating on someone with out any light source should just not be possible). Further more, I'd love to see a "fog-of-war" type of application where the only things that you can see on the map are things that your pawns can currently see.
But, as the saying goes, if wishes were kisses we'd all be prostitutes.
https://steamcommunity.com/sharedfiles/filedetails/?id=2574545652
Also, I do not understand why this is even a thing in the game.
Nyctophobia (fear of the dark) is more common for children and is even considered a normal part of development. But, it is rare in adults and for it to cause a debilitating mental break such as catatonia is extremely rare. Since all pawns in the game are adults, unless a particular pawn shows nyctophobia as a trait, I cannot see the reasoning for why this should occur at all.
https://steamcommunity.com/sharedfiles/filedetails/?id=755227567
:cringe:
I do as grapplehoeker above does.... space lighting along my main external paths so the debuff appears seldom. And I also plant flowers along paths for the same reason to keep mood up via beauty.
Yes ofc. But then there are situations like you need to get something at night from across the map. Would it not be the absolute logical thing to take a flashlight? Imagine a dark stormy night and a droppod lands across the map. You are suppose to run 2h to get the person and 2h back in pitch black. Would you not ask for a flashlight?
As other tools it might take away a weapons slot. So what? Its a tool for a certain situation such as a hatchet or hammer.
Another usecase is mining somewhere in a mountain that's not close to your base. How is it done atm? At the moment you build a torch and when your miners have advanced further into the mine you build another torch, and another... OR you are clever and get a battery and lights. But still, you need to put the battery there first.
I mean, I dont know if this is intended. Maybe it is. But it somehow feels unintuitive.
This ^
It is sort of silly that mining is depending on lightning and if you don't have the miner helm, you're basically screwed.
What you're dealing with is an overall dark area... which is depressing or spooky.
I can understand claustrophobia, agoraphobia or nyctophobia, but these are conditions/traits that are not common in adults. I do not understand how darkness could be any kind of last straw for someone without these conditions.
Is it though? Unless you are pre-disposed to feel that way, possibly. It isn't usually a problem for most people.
If it was a case where it was always dark, that would be different. Humans require sunlight to produce seratonin, a hormone that promotes a feeling of well being. So, very long periods without sunlight can contribute to low mood, but that would be much longer than a few days and nights or even weeks before the levels of seratonin would be low enough to be an issue.
People get depressive when in the dark for too long. That's why a lot of countries that have long periods of night during the winter such as Finland or Sweden problems with alcoholism and suicide. It's about the carcadian rythm which is distorded when people are in the dark for too long (also ofc when in light for too long). Same is true for nightshift workers. It is an established fact and there are hundreds of publications out there about the negative effects of prolonged darkness, distorted day/night cycles etc
I've worked nightshifts for many years and you can mitigate the deficiency simply by ensuring you do get enough sunshine in your off hours. The biggest problem for those new to night shifts though is mistakenly believing they can conduct regular daytime activities too and don't get adequate sleep. That's when they fall asleep on the job and that can be dangerous for them and those around them!
In gaming terms, only if it was a long event such as a volcanic winter or a prolonged smoke spewer event, could it possibly induce depression due to a lack of sunlight.
A walk in the dark or an eclipse on the other hand should not be a problem.
Don't get me wrong. I like your suggestions, even if they are available via mods.
I was just expressing my disbelief and discontent for a game mechanic that can produce "because it was dark" ;)
Because nobody in their right mind has a good time trying to walk around and work in pitch black. You can't see what you are doing obviously, you have to feel around, stumble over things, stub your toe on that GD doorframe for the 50th time, it's not fun. Colonists probably have small lights on them which allows them to even do anything in 0% light but, juggling a flashlight or headlamp is nowhere near as effective as dropping a spot light down to help work. It's like claiming colonists use their bare hands to mine steel, no they obviously have a tool that is being abstracted, and if there is 0% light they obviously have some sort of light on them allowing them to work at 80% efficiency.
Hmm...
Have you heard about "tables?"
:)
On lighting: This came up once before in some long buried thread. Honestly, I can't remember a darn thing about the technicalities... :)
But, I can say that it's likely a mobile Rimworld "light" probably wouldn't look too good. To get it to look right, rather than some mobile "grey" cone, the map would have to be darker and, if that was the case, the player's view of the scenery wouldn't be as nice at night. The color scheme for some terrain/plant/etc textures might need a bit higher contrast, too, just so they didn't get washed out in such situations. For the benefit of just having some kind of dynamic lighting, the visual trade-off wouldn't be worth it.
A game keeps popping up in my head... It was an old RTS game with the player controlling a newly created base on a planet with some nasty critter enemy things. Anyway, the lighting at night was a perfect support for that theme. Sort of like an "Aliens" nightscape, except with a bunch more alien critters out there at night. (Not "Starcraft.") For Rimworld, while it would support the theme, the atmosphere is more neutral and less oppressive. Art direction/style is a meaningful game element in game design. Breaking it has serious risks.
The Dark - For the record, carrying a "torch" sucks and I can't understand how anyone ever went any distance in the dark carrying a torch back in the old-timey days... The only way they're useful is when they're as far from one's field of view as possible. That means either it's over one's head, with the risk of catching one's hair on fire, or held far out to the side, meaning you're probably going to light something else on fire 'cause you can't see the torch. "Night Blind" comes to mind.
I live in the mountains, now. This is where the real "Dark" is. It might get darker under the canopy deep in a forest somewhere at night, but not by very much. A big mountain or three can block a heck of a lot of moonlight/starlight. Where I am, the neighborhood's developer did not put in any streetlights. Not a one. (A good choice, annoying at times though.)
If I tried to go outside to the end of my driveway at night without turning on an outside light, I'd probably trip on something and fall flat on my face...
(Funnily enough, a lady was out jogging last night and ran right past my driveway as I was heading out on an errand. She was holding her cellphone down below her knees just to see where to put her feet... Must be a new neighbor or something.
Or just not too bright?
<ZING POW> :))
Yep, causes notable stuttering/lag on low and midrange systems, or with large colonies.