RimWorld

RimWorld

thirty-two Feb 23, 2024 @ 1:31pm
Stuck Indoor Debuffs
Are there any efficient ways to deal with the "Stuck indoors" related mood debuffs? In a future playthrough, I plan on constructing a megabase, and I foresee this becoming an issue. Any suggestions that are vanilla, and encourage a non-tedious play style are welcome.
Last edited by thirty-two; Feb 23, 2024 @ 1:34pm
< >
Showing 1-9 of 9 comments
Doomdrvk Feb 23, 2024 @ 1:38pm 
Draft them, have them stand outside for 6 hours, profit.
MadArtillery Feb 23, 2024 @ 1:40pm 
Open courtyards, just removing roofs in hallways just make sure most people will pass under open air every once in awhile. Usually just having an open sky area as part of a major transit area will do fine. Harder under mountains of course if that is what you plan on doing. You can even just remove a tile of roof in prisons to prevent long term prisoners from getting it. No outside needed just a lack of ceiling.
Last edited by MadArtillery; Feb 23, 2024 @ 1:41pm
thirty-two Feb 23, 2024 @ 1:43pm 
Originally posted by Doomdrvk:
Draft them, have them stand outside for 6 hours, profit.
Seems micro-managey, which is what I'm trying to avoid doing.
Clam Slamwich Feb 23, 2024 @ 6:40pm 
Place lots of recreation items outside to force them into sun.
Easiest vanilla method is to edit the scenario to force the Undergrounder trait on everyone. DLC method is to have the Tunneler meme. Both will eliminate the debuff but you'll get the inverse problem instead.

Modded solution is to get Windows and Dub's Skylights together to allow you to build windows to fulfill outdoors need and have skylight ceilings for the same result.

If you're capable of keeping your people happy with other means, then simply ignoring the debuff is possible.

Otherwise, as mentioned by the others, having unroofed transit zones and outdoor areas for congregating helps. A megabase doesn't necessarily mean a totally enclosed base with ceilings everywhere.
Last edited by Vermillion Cardinal; Feb 23, 2024 @ 8:13pm
i have a harder time with the undergrounders, they tend to have jobs they cant keep inside for without a whole project's worth of stuff. inconvenient for caravans too, when i have good people for raiding caravans but don't want to be outside
Astasia Feb 23, 2024 @ 11:47pm 
I ignore it and counter it with other mood buffs. It's never been an issue.

If you aren't under a mountain though and don't need to heavily climate control, you can just unroof your main dining/rec room. Roofs only matter for maintaining temperature and protecting items on the floor from deteriorating, and to a lesser extent protecting from like lightning and rain (obviously toxic fallout). As far as colonist thoughts and room stats go though, no room needs a roof, not even bedrooms last I checked.
Swiggy Feb 24, 2024 @ 6:09am 
If you have the Ideology DLC you can add the "Tunneler" meme. It makes it so your pawns have the opposite of the "too long indoors" buff. They love being inside and get a debuff from being outside for too long. I almost always build into mountains though, so that method works for me. Not sure what your goals are, but i hope this helps.
HunterSilver Feb 24, 2024 @ 6:11am 
I personally like to build a small, tasteful outdoor statue garden in my bases. Colonists on downtime like to visit these areas. It's an impractical use of space, but also we have lots of room and you don't need to be hyper efficient with every tile.

That said, the -9 mood debuff isn't a big deal. You can counter it by just having high beauty in rooms. Gorgeous rooms give something like a +10 mood buff
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Feb 23, 2024 @ 1:31pm
Posts: 9