Difference between revisions of "Indoors (need)"

From RimWorld Wiki
Jump to navigation Jump to search
Line 1: Line 1:
 
{{Verified|1.3.3387}}{{Stub|reason=Incomplete(?) list of ideoligious effects}}
 
{{Verified|1.3.3387}}{{Stub|reason=Incomplete(?) list of ideoligious effects}}
 
{{For|places considered indoors|Rooms}}
 
{{For|places considered indoors|Rooms}}
'''Indoors''' is the [[need]] for pawns with the [[Traits#Undergrounder|Undergrounder]] trait to be inside. Keeping them outside for too long will eventually affect their [[mood]] negatively. Those with an [[ideoligion]] with the [[Ideoligions#Tunneler|Tunneler]] meme{{IdeologyIcon}} will also gain the Indoors need.
+
'''Indoors''' is the [[need]] for pawns with the [[Traits#Undergrounder|Undergrounder]] trait to be inside. Keeping them outside for too long will eventually affect their [[mood]] negatively. Having an [[ideoligion]] with the [[Ideoligions#Tunneler|Tunneler]] meme{{IdeologyIcon}} will also give the Indoors need.
 
 
This is more of a concern for certain professions.  Farmers, animal handlers and hunters go outside quite regularly.  It's less of a concern for pawns whose jobs keep them inside: cooks, builders, tailors, crafters, artists, researchers, etc.
 
  
 
For the equivalent but inverse need for non-Undergrounder pawns, see [[Outdoors]].
 
For the equivalent but inverse need for non-Undergrounder pawns, see [[Outdoors]].
Line 70: Line 68:
 
== Analysis ==
 
== Analysis ==
 
{{Stub|section=1}}
 
{{Stub|section=1}}
??
+
This is more of a concern for certain professions. Farmers, animal handlers and hunters go outside quite regularly.  It's less of a concern for pawns whose jobs keep them inside: cooks, builders, tailors, crafters, artists, researchers, etc.
 +
 
 +
[[Caravan]]s will always have to go through the outdoors. While minor and major [[mental break]]s inside a caravan only slow it down, watch out for the mood once entering the colony again.
  
 
{{nav|status levels|wide}}
 
{{nav|status levels|wide}}
 
[[Category:Status Level]]
 
[[Category:Status Level]]

Revision as of 06:12, 30 December 2022

Indoors is the need for pawns with the Undergrounder trait to be inside. Keeping them outside for too long will eventually affect their mood negatively. Having an ideoligion with the Tunneler memeContent added by the Ideology DLC will also give the Indoors need.

For the equivalent but inverse need for non-Undergrounder pawns, see Outdoors.

Need thresholds

Characters' indoors level is grouped into six thresholds: None, Just Outdoors, Outdoors, Long Outdoors, Very Long Outdoors, and Brutal Outdoors. Each threshold provides a different thought and thus mood penalty to a character.

The indoors levels are as follows:

Label Indoors Mood Debuff
None >80% None
Just Outdoors >60% and ≤80% −1
Outdoors >40% and ≤60% −3
Long Outdoors >20% and ≤40% −5
Very Long Outdoors >0.05% and ≤20% −7
Brutal Outdoors ≤0.05% −8

Indoors caps at 0% and 100%.

Need changes

The indoors status level ticks up or down depending on two factors - the roof above the pawn, and whether they are considered indoors by room mechanics. All changes are frozen while a pawn is sleeping.

When the current level is ≥50%, the indoors need can only increase when the pawn is also under overhead mountain. If they are, it will do so at the normal rate. If they are not under an overhead mountain and the status level is ≥50%, it will instead decrease by −0.125% per 150 ticks (2.5 secs) or −2.08% per in-game hour, regardless of any other factors.

The changes in each circumstance are displayed below. The value changes every 150 ticks (2.5 secs).

No Roof Constructed Roof; or
Rock roof (Thin)
Overhead mountain
Per 150 ticks Per In-Game Hour Per 150 ticks Per In-Game Hour Per 150 ticks Per In-Game Hour
Indoors +0% +0% +0.25% +4.17% +0.5% +8.33%
Outdoors −0.0625% −1.04% −0.0625% −1.04% +0% +0%

Analysis

This is more of a concern for certain professions. Farmers, animal handlers and hunters go outside quite regularly. It's less of a concern for pawns whose jobs keep them inside: cooks, builders, tailors, crafters, artists, researchers, etc.

Caravans will always have to go through the outdoors. While minor and major mental breaks inside a caravan only slow it down, watch out for the mood once entering the colony again.