RimWorld

RimWorld

what temperture should my base have?
i have a neagtive work speed effect because of bad temperture what should be the average temp i should have and how to i get my base to that
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Showing 1-15 of 23 comments
HunterSilver May 1, 2024 @ 8:15pm 
Originally posted by Prodawg:
i have a neagtive work speed effect because of bad temperture what should be the average temp i should have and how to i get my base to that
15~30c / 60~90f is comfortable
I think if you dip above or below that you start getting penalties.
alright thanks i put coolers set at 21c hopefully that will help
MadArtillery May 1, 2024 @ 8:18pm 
It is a bit annoying that work temps stay in that range even if pawns don't mind more extreme temps. The defaults of 21 on both heater and cooler are generally fine. Honestly a bit chilly for an internal temperature imo
Last edited by MadArtillery; May 1, 2024 @ 8:18pm
VoiD May 1, 2024 @ 9:08pm 
Keep in mind you could use very cold temperatures to discourage insects from spawning in certain areas.
VitaKaninen May 1, 2024 @ 9:14pm 
The workbench temp makes sense to me because their fingers will get cold and go numb or they will have to wear gloves, so it will reduce their manipulation even if the overall temp is ok.
MadArtillery May 1, 2024 @ 9:43pm 
Originally posted by VitaKaninen:
The workbench temp makes sense to me because their fingers will get cold and go numb or they will have to wear gloves, so it will reduce their manipulation even if the overall temp is ok.
Honestly it should really matter why it's a comfortable temperature. A Yttakin is comfy into the negatives just fine. A human wearing a parka with presumably gloves sure but a nude Yttakin isn't exactly hindered by such things.
Last edited by MadArtillery; May 1, 2024 @ 9:43pm
A5G_Reaper May 1, 2024 @ 10:06pm 
Do note that it seems to have stricter range to avoid "slept in the heat/cold" debuff. Bedrooms should be 17-25 for baseline humans.
Greb May 1, 2024 @ 10:25pm 
I always aim for 18 degrees, and -5 in places where things can spoil otherwise. Generally, for mountain bases, like to have a very hot "core" of my base where people hang out I.E recreation room, and then use vents to equalise the heat with the further reaches of the base that get chilly. Instead of building heaters everywhere, anyway.

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.
Last edited by Greb; May 1, 2024 @ 10:35pm
Narrowmind May 1, 2024 @ 11:11pm 
You must have spent some considerable time playing ONI. 😅
Astasia May 1, 2024 @ 11:27pm 
Originally posted by MadArtillery:
It is a bit annoying that work temps stay in that range even if pawns don't mind more extreme temps.

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.
Jaggid Edje May 2, 2024 @ 2:11am 
I'm having a **** of a time in my currently playthrough, where I am still low tech, maintaining a temperature that doesn't give my pawns negative moodlets when sleeping.

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. >.<
Last edited by Jaggid Edje; May 2, 2024 @ 2:12am
Mansen May 2, 2024 @ 3:08am 
A campfire produces a lot of heat - especially if it's enclosed in a small space. Having more rooms, or even forcing the door to stay open might help keep the temperatures to a more tolerable level.

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.
Jaggid Edje May 2, 2024 @ 3:23am 
Originally posted by Mansen:
A campfire produces a lot of heat - especially if it's enclosed in a small space. Having more rooms, or even forcing the door to stay open might help keep the temperatures to a more tolerable level.

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.
Yah, it's kind of crazy how hot it got in some rooms after I built a few campfires. I did leave the doors open, though that sucks for bedrooms. It's just a little bizarre, because the 2 bedrooms that were the warmest didn't have fires directly in them. Airflow in this game is kind of hard to predict before you get wall vents.

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.
You don't have to deconstruct campfires, you can simply forbid refuelling them.
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Date Posted: May 1, 2024 @ 8:10pm
Posts: 23