RimWorld

RimWorld

Morloc Jun 10, 2023 @ 8:10am
Absolute Zero?
I'm doing one of the scenarios I really love to play. The planet has been torn out of orbit and is getting progressively colder. I throw in Cold Snaps which can stack 4-6 deep for added fun.

I was pleased to see that the temperature does cap out at -460F (absolute zero).
I've been having a blast with this run and have been playing for a long time since seeing the temperature first hit -460. I'd been having to keep up with more concentric walls and tons of heaters.
Everything was very stable, but lately I've been losing crops to the cold. It almost feels like the actual temperature outside is creeping lower that -460F even though the thermometer doesn't show it.

Would this be possible with the underlying temperature mechanic, or is the displayed -460F correct and something else is causing the issue.

1) Power to heaters is uninterrupted.
2) No architecture changes that'd make the greenhouses colder.
3) No stuck doors.
4) No missing roof tiles.

Could the Cold Snaps be driving the effective temp below -460F? Even so, nothing was out of the ordinary there. I had 5-ish Snaps stacked, which has been the case for years of the game.

Thanks in advance for any insight!

-Morloc
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Showing 1-14 of 14 comments
Kyo Jun 14, 2023 @ 4:57pm 
I have heard somewhere that when it gets really cold or really hot in the game then it could sort of permeate into rooms and what not so you need to build the walls thicker so that does not happen. If this is not the problem then I have no idea myself I just though I would throw this out there.
hardy_conrad Jun 14, 2023 @ 7:30pm 
Is this like a developer mode or mod thing? I don't believe I've ever had stacked cold snaps. And while I haven't done the temperature conversions it feels like surviving at -460 would be something of a challenge. Maybe if you were deep in a mountain I guess, although there's always the problem of going stir crazy. Somehow a parka doesn't seem adequate for that kind of weather.
Teal V2 Jun 14, 2023 @ 10:08pm 
Oh my god, America and their uniqueness with all of those nonsense units of measure.

Just use a normal unit of measure, like:
"I was pleased to see that the temperature does cap out at 0 K (absolute zero)."
Morloc Jun 21, 2023 @ 9:52am 
Originally posted by hardy_conrad:
Is this like a developer mode or mod thing? I don't believe I've ever had stacked cold snaps. And while I haven't done the temperature conversions it feels like surviving at -460 would be something of a challenge. Maybe if you were deep in a mountain I guess, although there's always the problem of going stir crazy. Somehow a parka doesn't seem adequate for that kind of weather.

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.
hardy_conrad Jun 21, 2023 @ 11:27am 
Interesting. I still don't know what a scenario system is supposed to be, that's why I asked if it's a mod or something, but so long as it's fun that's what matters :)
Chan Jun 21, 2023 @ 12:29pm 
And then the solar flare hits and everyone instantly freezes!
Morloc Jun 21, 2023 @ 12:53pm 
The Scenario system is vanilla....I'm not sure if the rogue planet option was part of a mod though...

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 ;)
hardy_conrad Jun 21, 2023 @ 4:52pm 
Ooooh now I understand! Thanks! This game keeps surprising me, heh. Lately I've been playing on custom difficulty with research at one percent. So the sense of accomplishment is palpable if I manage one new tech per year. Also it's tribal start, so more like point five percent research. The only way to ever get anywhere is to take risks, so just yesterday I had my five pawns take on the ancient danger. Whee! Did I mention they're all delicate wimpy custom xenotypes who are awful at melee and do half damage? Would have been doomed except there was a visiting caravan I worked into the mix. Still, four of the five colonists were downed. Despite everything I ended up recruiting three of the soldiers with a fourth stuffed back in cryosleep. Remaining two soldiers got barbequed with molotovs thanks to the caravan but I can't complain.
Bab Peeg Jun 21, 2023 @ 9:03pm 
Originally posted by Teal V2:
Oh my god, America and their uniqueness with all of those nonsense units of measure.

Just use a normal unit of measure, like:
"I was pleased to see that the temperature does cap out at 0 K (absolute zero)."

>furries
hardy_conrad Jun 21, 2023 @ 10:07pm 
I only wish time had as many different measurements as temperature, and equally crazy. "One blorb is equal to the amount of time it takes for a leaf to fall from a tree. Tree height varying at random..."
stun Jun 21, 2023 @ 11:10pm 
Originally posted by hardy_conrad:
I only wish time had as many different measurements as temperature, and equally crazy. "One blorb is equal to the amount of time it takes for a leaf to fall from a tree. Tree height varying at random..."
I dunno how you can say that when the standard unit of time measurement is this ♥♥♥♥♥♥♥♥:
Originally posted by Wikipedia on muhfuggin Système International's definition of a second:
The second, symbol s, is the SI unit of time. It is defined by taking the fixed numerical value of the caesium frequency, ΔνCs, the unperturbed ground-state hyperfine transition frequency of the caesium 133 atom, to be 9192631770 when expressed in the unit Hz, which is equal to s−1.
The Yeen Queen (Banned) Jun 22, 2023 @ 3:37am 
Originally posted by Bab Peeg:
Originally posted by Teal V2:
Oh my god, America and their uniqueness with all of those nonsense units of measure.

Just use a normal unit of measure, like:
"I was pleased to see that the temperature does cap out at 0 K (absolute zero)."

>furries

What about them?
Astasia Jun 22, 2023 @ 7:44am 
Originally posted by Morloc:
Could the Cold Snaps be driving the effective temp below -460F?

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.
Last edited by Astasia; Jun 22, 2023 @ 7:45am
Morloc Jun 22, 2023 @ 10:00am 
I wasn't aware of the bioheat! Nifty ;) I don't think it was related though since I need to keep my colony sparce due to the limited high end armor to keep fold alive. In theory, people can use lesser gear, and be kept indoors...but the revolving frostbite train when they get cabin fever gets annoying, so I only add people when I managed to get the gear they need.
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.
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Date Posted: Jun 10, 2023 @ 8:10am
Posts: 14