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If you wish to try your hand at harnessing an enclosed geothermal vent for heating then make sure to locate these early as it may influence where your first shelter goes.
 
If you wish to try your hand at harnessing an enclosed geothermal vent for heating then make sure to locate these early as it may influence where your first shelter goes.
  
You need to create shelter quickly, not only will your colonists get unhappy sleeping on the ground but they may not survive the nights.  While you may have some grand scheme in mind for this biome, your first day is all about a roof and a door, anything will do, get it done as soon as possible as your colonists will quickly fall due to the extreme cold. Only when you have finished building something and you have a campfire to warm up then you should start hauling your resources.
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You need to create shelter quickly, not only will your colonists get unhappy sleeping on the ground but they may not survive the nights.  While you may have some grand scheme in mind for this biome, your first day is all about a roof and a door, anything will do, get it done by dark. If you have time to spare start hauling your resources down toward where your base will be. Don't build your walls out of wood, especially if you landed on an ice sheet - they are important fuel for your first nights! If your colony is a tribe, build your shelter deep into a big mountain to insulate precious heat, even if you don't plan on staying there later.
 
 
Keeping in mind after you have done that try to keep an eye on your colonist's health as depending on how far you need to travel you will need hypothermia to be either non existent or very close to 1 percent (1% - 5% ideally before leaving the warm).
 
 
 
Don't build your walls out of wood, especially if you landed on an ice sheet - they are important fuel for your first nights! If your colony is a tribe, build your shelter deep into a big mountain to insulate precious heat, even if you don't plan on staying there later.
 
  
 
For the early nights, heating without electrical power can be handled if you have wood accessible by constructing a campfire in a small room adjacent to your shelter, this way the heat leaks through the wall but doesn't cook your survivors.  If you are not getting enough heat transferred through the wall then add a forbidden door into the room with the fire to increase the temperature.  If you need to dismantle this room later and the fire is still lit remember to remove the roof before heading in.
 
For the early nights, heating without electrical power can be handled if you have wood accessible by constructing a campfire in a small room adjacent to your shelter, this way the heat leaks through the wall but doesn't cook your survivors.  If you are not getting enough heat transferred through the wall then add a forbidden door into the room with the fire to increase the temperature.  If you need to dismantle this room later and the fire is still lit remember to remove the roof before heading in.
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Always be thinking of the temperature and containing it when designing your base and reacting to events.  Compartmentalization stops breaches in the outer walls from venting the entire compound.
 
Always be thinking of the temperature and containing it when designing your base and reacting to events.  Compartmentalization stops breaches in the outer walls from venting the entire compound.
  
Set up your farms as soon as you can spare the construction effort.  If you have a summer grow season then get that in and planted up somewhere outdoors as soon as possible with a fast crop.  If you don't have a grow season then you can still begin farming before going to all the hassle of unlocking hydroponics provided you have dirt on your biome. If you are in an ice sheet biome, potatoes are your savior as not much grows in the minimal gravel in an ice sheet environment. Build a quick room over the dirt and place the grow zone inside, then a heater set to around 14 degrees Celsius.(10 c is actually the threshold for growth but this covers fluctuations as the door opens).  A sun lamp is the only option for sunlight for your crops as standing lights do not provide the necessary light levels (regardless of how many are built). Keep in mind sun lamps draw a considerable amount of power so always try to have different sources of power (wind turbine or solar panel). You should be able to pop a decent crop before winter however, especially if you can find rich soil and run fast species (such as rice).
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Set up your farms as soon as you can spare the construction effort.  If you have a summer grow season then get that in and planted up somewhere outdoors as soon as possible with a fast crop.  If you don't have a grow season then you can still begin farming before going to all the hassle of unlocking hydroponics provided you have dirt on your biome. If you are in an ice sheet biome, potatoes are your savior as not much grows in the minimal gravel in an ice sheet environment. Build a quick room over the dirt and place the grow zone inside, then a heater set to around 14 degrees Celsius and enough standing lamps to cover the plots. (10 c is actually the threshold for growth but this covers fluctuations as the door opens).  A standing lamp is no match for a sun lamp, but it draws drastically less power and the plants will still grow, just not too fast. Should be able to pop a decent crop before winter however, especially if you can find rich soil and run fast species.
  
 
Just in case a devastating power failure happens and your colony plunges into coldness and darkness, build a room around a nearby steam vent (about 10x10) as a place to seek refuge until the power comes back online. Many colonies have perished to the bane that is Cassandra Classic. Due to this, hydroponics also aren't a direct ticket to success, as plants will quickly die under the solar flare's wrath. Keep in mind, however, that in a biome that does have summer such as Boreal Forest, you can still get a [[Events#Heat wave|Heat Wave]]. If it's early on and you've built all your structures around a vent, you can paradoxically find your whole colony downed by heatstroke. The upside is that cold snaps are not much of an issue in extreme cold biomes. In a tropical biome a cold snap is a big problem. But for your colonists, it's Tuesday.
 
Just in case a devastating power failure happens and your colony plunges into coldness and darkness, build a room around a nearby steam vent (about 10x10) as a place to seek refuge until the power comes back online. Many colonies have perished to the bane that is Cassandra Classic. Due to this, hydroponics also aren't a direct ticket to success, as plants will quickly die under the solar flare's wrath. Keep in mind, however, that in a biome that does have summer such as Boreal Forest, you can still get a [[Events#Heat wave|Heat Wave]]. If it's early on and you've built all your structures around a vent, you can paradoxically find your whole colony downed by heatstroke. The upside is that cold snaps are not much of an issue in extreme cold biomes. In a tropical biome a cold snap is a big problem. But for your colonists, it's Tuesday.

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