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I think if you dip above or below that you start getting penalties.
Can get a bit of extra heat later on when I start building rooms like the "unappetising meat freezer" which is usually next to wherever I have my chemfuel production room, and then when I get into Mechanoids I'll build another freezer room to store the wastepacks in, and then when I get extra fancy I'll make a proper medbay and have a little store room that is refridgerated so the herbal medicine never rots (even though it takes like 2.5 years lol). There's also hydroponics with sun lamps producing heat as well as wanting a constant stable heat for the crops.
With those built and pumping hot air out and cold air into some separate dead end rooms, combined with plenty of vents, the whole base is usually sitting at a perfect temperature.
I ain't no thermal wizard, I don't really understand how it works, just that it seems to work out generally. I used to stick heaters in every room but I know better now lol.
The bench is being slowed not the colonists. Thermal expansion/contraction might be causing levers to stick, fluids might be changing state causing steam or ice, maybe a motor on a bench isn't starting in the cold, or a heat related element takes more time to heat up, etc. Regardless, it's applied to the bench, so it's not the colonist or their apparel that matters. Colonist's have their own thermal mechanics, slowing down when they have hypothermia or heatstroke, all that is handled elsewhere.
The design reasoning though, is Tynan just didn't want stoves/butcher tables always in the freezer. That's basically it. It applied to all benches and to hot temperatures as well for consistency, and to "encourage using more climate control." Heat/cool the entire base instead of just the bedrooms and freezer. *shrug* I wasn't a fan of the change, and I still often put my stove in the freezer.
Side effect is it's easier to train various skills in a very gamey way now. Take a crafting spot, place it in a dark freezer, have a naked pawn craft stone clubs with hypothermia. Loads of extra skill exp per resource. Why's a "crafting spot" slowed in the freezer? Maybe the rocks you hit other rocks with chip too easily in the cold.
As the end of Septober approaches, I build a few indoor campfires when they start getting the "slept in the cold" moodlet, but then some of the bedrooms end up with "slept in the heat". The temperature range between those is so freaking narrow!
I just completed research on what let me build wall air vents, so I'm building some of those and also moving a few of the campfires around. Hopefully I get all of the bedrooms a suitable temperature after that is all done.
Anywho, I had just looked up this info myself to try to get it sorted, because I had pawns getting "slept in the heat" at a relatively low temperature (27 C/80 F). And this is what I got for a range that is perfectly comfortablle for them, even for sleeping:
16 °C - 26 °C (60.8 °F - 78.8 °F). And those are super, hard-stop limits, because like I said, I was seeing "slept in the heat" at just 1° F higher. >.<
Ultimately there's a reason we invented AC. Balancing the room temperatures at all times to be within ideal conditions is not easy, when all you have is swamp coolers, open doors and campfires.
Now that the wall vents have all been built, temperatures are much more stable. The warmest room is the great hall, which is at the very top end of what would be comfortable sleeping level (no one sleeps there though), and every one of the bedrooms is the sitting at the same temperature a few degrees lower.
It is now 11 Decembary, so pretty soon I'll just have to deconstruct all the fires anyway. My map is, mostly, at the high end of temperate-warm, so only Decembary gets so cold that I need fires.
This is the first time I picked a super slow research speed playthrough...plus started with VFE:Tribals (ultra low-tech start)...I'm not used to having to deal with such basic things as comfortable sleeping temperatures without electricity long-term.