RimWorld

RimWorld

󠀡󠀡 Nov 12, 2021 @ 6:06pm
Please delete my post.
.
Last edited by 󠀡󠀡; Jul 20, 2024 @ 11:56pm
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Showing 1-15 of 15 comments
whatamidoing Nov 12, 2021 @ 6:14pm 
Undergrounders have their outdoors need inverted to an indoors need. That means they'll be very upset when outdoors, content with a normal roof, but only happy under overhead mountain.
whatamidoing Nov 12, 2021 @ 6:29pm 
If you don't want to deal with it or cheat the trait off somehow then yeah, probably.
Astasia Nov 12, 2021 @ 7:22pm 
Or just make them a researcher/crafter/artist or something and keep them inside? It's not a difficult trait to deal with, even if you have them working outside the mood loss is fairly small compared to some other negative traits.
Wrong Window Nov 12, 2021 @ 7:41pm 
Unless your base is utter garbage an undergrounder should be fine outside for a time. Build a flowerpot or two and maybe an end table next to the bed. Just don't try hunting when the sun's up unless it's from shaded cover.
Morkonan Nov 12, 2021 @ 8:00pm 
Originally posted by 123:
Originally posted by Astasia:
Or just make them a researcher/crafter/artist or something and keep them inside? It's not a difficult trait to deal with, even if you have them working outside the mood loss is fairly small compared to some other negative traits.
My "hard start" is just 1 pawn, no clothing, 10 pemmican, 3 herbal medicine, no tools and no weapons. So uhhhh...they have to go outside >.<
...

Give him a great bedroom, make sure he has meals, trade for decent clothing if you can't make any, get him to make some sculptures to put around the place, etc.. Get him a club so he can greet the next "guest." :)
Watermelon Cat Nov 12, 2021 @ 8:03pm 
Originally posted by 123:
Originally posted by Astasia:
Or just make them a researcher/crafter/artist or something and keep them inside? It's not a difficult trait to deal with, even if you have them working outside the mood loss is fairly small compared to some other negative traits.
My "hard start" is just 1 pawn, no clothing, 10 pemmican, 3 herbal medicine, no tools and no weapons. So uhhhh...they have to go outside >.<



Originally posted by 1.21 gigawatts:
Unless your base is utter garbage an undergrounder should be fine outside for a time. Build a flowerpot or two and maybe an end table next to the bed. Just don't try hunting when the sun's up unless it's from shaded cover.


Well as I said...only 1 pawn start. xD


I don't understand why you are choosing a higher difficulty custom start option, but at the same time seeming eager to give up when things don't go your way.

If you are still learning the game, you should probably just play crashlanded or normal tribal at first until you get the hang of the gameplay mechanics.

I don't mean this in a critical way. It just seems like you are struggling and getting frustrated and not having fun, but it is sort of a self-inflicted wound when you boost the difficulty like that.

As other have said though, undergrounder is not an especially bad trait. I personally consider it a slight advantage at least once you are somewhat established. It can be helpful in that you can just restrict them to an indoor zone so they will work efficiently at tasks like crafting or cleaning.
whatamidoing Nov 12, 2021 @ 8:06pm 
StinkyMonkey Nov 12, 2021 @ 10:36pm 
For undergrounders i dig them a meditation tunnel somewhere safe with 1 overhead mountain tile above the meditation spot. give them some time each day to use it and their outdoor meter will stay well above whats needed.
GeneralVeers Nov 12, 2021 @ 11:29pm 
I don't like the way Undergrounder has been altered. The game is already plenty difficult as it is, without one of the better pawn traits getting nerfed.

I've been looking through the definitions files, but I haven't yet figured out how to revert Undergrounder to the way it was.

In the meantime, there's a mod "Disable Roof Check" that makes a manmade roof sufficient to get an Undergrounder pawn's "Indoors" meter to full. Personally, I'd prefer a mod that completely reverted the trait to its old implementation, but I haven't found one yet.
Astasia Nov 13, 2021 @ 7:16am 
They have two separate buff lines, there's one for the indoor need and one for the trait. If an undergrounder is indoors under a constructed roof they are mood neutral, they get -3 from the indoors need at 50% but get +3 for being indoors. It's not an issue.

They have always had a mood penalty for being outside.

Originally posted by 123:
"HURMARGARD DER SUNLIGHT HISSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS I'M MELTEEEEEEEEEENNNNNG"

That would be a Night owl which have -10 for being awake during the day.
gimmethegepgun Nov 13, 2021 @ 10:53am 
Originally posted by 123:
This pawn was just undergrounder and after day 4 of being outside it kept becoming worse.
Then do something inside for a little while and they'll calm down.
gimmethegepgun Nov 13, 2021 @ 11:23am 
Originally posted by 123:
Once again it's tribal start no house yet, need wood to make walls and things.
It takes like 30 seconds to chop a tree and make a small roofed room.

Originally posted by Astasia:
They have always had a mood penalty for being outside.
Are you certain? I looked through the history of the wiki page for Traits (not the most reliable, I know, but it seemed to be pretty detailed in the rest of the entries) and the -3 for being outdoors was added to the wiki on March 9, 2020.
Astasia Nov 13, 2021 @ 11:32am 
Originally posted by gimmethegepgun:
Originally posted by Astasia:
They have always had a mood penalty for being outside.
Are you certain? I looked through the history of the wiki page for Traits (not the most reliable, I know, but it seemed to be pretty detailed in the rest of the entries) and the -3 for being outdoors was added to the wiki on March 9, 2020.

Ya. If you check the history for the "thoughts" page on the wiki you will see it listed there all the way back to 2017 which I think is when the trait was added.

https://rimworldwiki.com/index.php?title=thoughts&action=history
Last edited by Astasia; Nov 13, 2021 @ 11:32am
Kittenpox Nov 13, 2021 @ 1:42pm 
Originally posted by Watermelon Cat:
I don't understand why you are choosing a higher difficulty custom start option, but at the same time seeming eager to give up when things don't go your way.

If you are still learning the game, you should probably just play crashlanded or normal tribal at first until you get the hang of the gameplay mechanics.

I don't mean this in a critical way. It just seems like you are struggling and getting frustrated and not having fun, but it is sort of a self-inflicted wound when you boost the difficulty like that.
^ They are making a very good point.

Perhaps get yourself a regular Crashlanded colony making bionic limbs for everyone, and then try a colony in a slightly more difficult environment, and *then* go on to more challenging situations. (No point beginning with Naked Brutality on an Ice Sheet, y'know?)
By playing those, you will have more chance of encountering things (such as the Undergrounder trait) and have a chance to figure out how to work around the challenges that come with that; ideally before it's your only colonist.

While you may be past this point by now, there's a couple of links near the bottom which may be of interest: https://www.rimworldwiki.com/wiki/Quickstart_Guides
And, for picking biomes, the chart here may be useful: https://rimworldwiki.com/wiki/Biomes

Just feels like you're tripping over because you're trying to run while learning to walk. :-)
If it's a matter of getting bored because you're waiting for things to get done in your colony, maybe the fourth speed level from this mod would be helpful: https://steamcommunity.com/sharedfiles/filedetails/?id=1504723424
Kittenpox Nov 13, 2021 @ 2:46pm 
Glad to hear things are going better now. :-)
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Date Posted: Nov 12, 2021 @ 6:06pm
Posts: 15