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Just use a normal unit of measure, like:
"I was pleased to see that the temperature does cap out at 0 K (absolute zero)."
It's setup using the Scenario system. I add in a number of cold snaps and they come and go at a slightly random rate, so sometimes as many as 6 or 7 could be in effect at once. The temperature doesn't start at -460. One of the conditions in the Scenario is that the planet has been knocked out of orbit, and the average temperature will continue to decrease each year.
Survival is tough at the beginning, but as you get crafting skill up, and get ahold of better textiles, you can keep up with it. Once you start seeing power armor, it gets easy for a while, but when it hits absolute zero outside, you'll need masterwork or legendary quality stuff if you want someone to be able to stay outside indefinitely.
My base has 3 concentric wall layers to keep the heat in, and so many heaters it's crazy. When raiders arrive, a few that have power armor usually escape, but everyone else is popsicled long before they get anywhere near my walls. No animals ever. Crashed pods might as well come with a tombstone.
https://www.rimworldwiki.com/wiki/Scenario_system
Heh...solar flare means everyone heads to the jail and builds campfires. 6 or 7 in the smallish room usually works, but the crops?...they're dead REAL quick ;)
>furries
What about them?
I don't think this is confirmable without some serious code diving. The base game generally can't get anywhere near that cold, you are using a modded scenario mechanic to drop your world be a few hundred degrees (rogue planet is not vanilla), cold snaps are also supposed to have a 30 day cooldown preventing them from stacking. Point being, there's not a lot of testing or experience done at those temps, and how the game handles those extremes is mostly unknown, possibly even to the devs. There would be a way with dev mode to cause temperatures to drop that much in a controlled way if you want to test it, you can dev mode spawn climate adjusters and set them all to -10C, keep spawning more until you reach you reach the "minimum" then set up a set room to maintain a warmer temp, and then spawn a few more climate adjusters and see if the test room drops in temps.
Some things to consider though that you didn't mention in the original post. Several buildings give off heat, and moving around things like workbenches in an adjacent room could cause some cooling. Pawns also give off heat, animals and colonists, something like a barn or a room with a bunch of colonists constantly working in it can be a few degrees warmer. There is no cap to pawn heat radiation, there was a bug with infestation spawning at one point (heh) where all the bugs could rarely spawn in a 1x1 space under the mountain, and with a large infestation that could be so many bugs giving off so much heat in a single tile that they could instantly combust and burn to death. But ya changing the amount of work you do in the greenhouse or removing some animals from the area could cause a drop of a few degrees.
Animals usually get wiped out during solar flares or bad power management, so I don't keep any (other than the occasional ones that come through quests).
I used to use Solar Apocalypse/Rogue Planet, but I'm pretty sure I don't have it loaded now. I think the actual name of the scenario option is Cold World -10C (there are a few different options for how fast the planet will lose heat).
There's a geo generator inside the base, but all the crafting stuff is in a workroom far enough away from the greenhouses that it's unlikely to be contributing to any changes.