RimWorld Caravan Ready |
- Caravan Ready
- ok
- Shrublands don't get enough love, so I decided to make a quick guide for playing them.
- Finally a good reason to build a ship
- I had a choice between using my resources to build a ship or to put this together
- Sorry I had to
- Wow.. Did not know that was a thing.
- It was the least I could do for the poor guy. he has been through the ringer.
- Stick with what you know.
- Baby, you remind me of this leather. Soft, stretchable, and a perfect fit around my body.
- New build (.0.19.1996)
- 1.0 holy crap it feels so cohesive.
- Look who I found! Look at those stats! (I'm quite sure mostly everyone has found him before but I post it anyway)
- i guess you can call it a heathermia
- This guy’s RL application of Rimworld treatment for mental breaks. Anyone else apply Rim concepts day to day? xD
- Using Geothermal Vents to Heat Up The Tundra!
- Willa doesn't care about weddings it seems
- With some help from Rimworld physics, as well as some mods, I unwittingly turned my base into a furnace sometime between the 9th and 10th year.
- Is it hot or is it just that body laying in the corner of our fridge?
- Because that's totally safe.
- Social fighting
- So this happened after a dire raid of 8 scythers. After killing 7 scythers with 18 frag grenades + 13 nitroglicerin on the floor and a molotov on a choke point (almost 0 defenses) then beating one to death with all my colonists Randy rewards me with this
- What are some excellent, but lesser-known mods?
- When your dogs learn haul so they can help with the farm to kitchen nightmare
Posted: 15 Aug 2018 03:18 PM PDT |
Posted: 15 Aug 2018 11:41 AM PDT |
Shrublands don't get enough love, so I decided to make a quick guide for playing them. Posted: 16 Aug 2018 12:43 AM PDT |
Finally a good reason to build a ship Posted: 15 Aug 2018 12:58 PM PDT |
I had a choice between using my resources to build a ship or to put this together Posted: 15 Aug 2018 07:13 PM PDT |
Posted: 15 Aug 2018 09:02 AM PDT |
Wow.. Did not know that was a thing. Posted: 15 Aug 2018 06:51 PM PDT |
It was the least I could do for the poor guy. he has been through the ringer. Posted: 15 Aug 2018 01:13 PM PDT |
Posted: 15 Aug 2018 04:43 PM PDT |
Baby, you remind me of this leather. Soft, stretchable, and a perfect fit around my body. Posted: 15 Aug 2018 12:26 PM PDT |
Posted: 15 Aug 2018 09:11 PM PDT A new build is up. A lot of effort in this build went into making transport pods a bit more usable, with fewer stupid AI failures. Various changes were made in this direction. Bed assignments won't be lost when pawns go on a caravan. We also addressed an old AI limitation/bug that caused them to interpret open doors as closed, which should make them act a bit less stupidly around opening/closing doors. It remains to be seen how this affects strategy, but I'd be happy to hear about it. Pelvis and ribcage and similar bones are now impossible to "destroy" since there's no reasonable way to replace them and anyway, a human can't "lose" his pelvis. Also a bunch of bugs were fixed. https://ludeon.com/forums/index.php?topic=41766.msg426503#msg426503 [link] [comments] |
1.0 holy crap it feels so cohesive. Posted: 15 Aug 2018 05:14 PM PDT The unstable/unfinished part of 1.0 had been scaring me off. So I finally decided to try it. I start out and build my normal 3 walls backed up to to the mountain base. As soon as I had a stocked refrigerator running, Cassandra started throwing new recruits at me. I even did some of the caravan missions. The caravan system and missions are way smoother than b18 with better rewards. The main reason to do caravan missions early is to harvest all the batteries and turrets off the camp. Overall it felt like my colony got off the ground way faster. Then 3 sythers arrived and started sniping my defensive line. I moved my colonists with mostly short range weapons to flank. The sythers shot off a leg, a lung and a spine before going down. It's ok Cassandra has been offering me resurrector mech serums so I might euthanize and resurrect my crippled pawn to regrow his spine if the new prosthetics leave something to be desired. 10/10 would switch to 1.0 again. [link] [comments] |
Posted: 15 Aug 2018 09:35 AM PDT |
i guess you can call it a heathermia Posted: 15 Aug 2018 12:08 PM PDT |
Posted: 15 Aug 2018 05:12 PM PDT |
Using Geothermal Vents to Heat Up The Tundra! Posted: 15 Aug 2018 05:25 PM PDT Hi all, New rimmer here. I've been playing for a few days and wanted to mess around with geothermal vents. On my first play through I made the terrible decision to build my base over a geothermal vent, and ended up burning down my home. But, this led me to thinking about using it as an internal heat source. Here is a small album of what I did. Geothermal Heating With Style! The temperature got down to about -20C, or 0 F. My home consistently stayed around 20C or 65F. We had a cold snap at the end of fall and I realized quickly I needed to double insulate my walls and add 2 heaters, otherwise the geothermal vents could not keep up with the heat loss. You can see in the pictures we had to use a lot of vents to facilitate the heat flow. In Fall before it got cold we left the vents leading internally closed and the vents leading out open, so as not to repeat our first mistake. I ended up not sticking with it through the whole winter, because I researched geothermal power around the 5th of Winter. I think it would have made it through the whole month. Hope it inspires you to try it out on a cold map! Cheers! [link] [comments] |
Willa doesn't care about weddings it seems Posted: 15 Aug 2018 04:47 PM PDT |
Posted: 16 Aug 2018 02:02 AM PDT https://i.redd.it/8573zu256fg11.png Backstory So, ever since my 4th map, I've played all my games with mods, but there are two in particular that have been favourites of mine since the beginning: Dubs Skylights annd ED Embrasures. They're both very simple, but are significant enough to make the game easier, and they can be used in so many different ways, and even on this 19th map (Policeman's Hill), I'm still learning new ways to incorporate embrasures into my base. I have no less than 180 mods on this current map, but along the way in particular, I picked up ED Reverse Cycle Cooler as well as RT Solar Flare Shield. Going into my 12th map (Tailor's Cave), I disabled infestations for the first time, because in my 8th (Gunsmith's Municipality) and 11th maps previously, I was limiting my base growth by avoiding tunneling under overhead mountain, so I decided, well, what's the point? Ultimately, Tailor's Cave ends up being my 2nd colony that makes it to the 12th year after Gunsmith's Municipality, but I ended up abandoning it due to a bunch of factors, the final straw being a similar yet equally contrasting scenario to the one shown in the image. So, I've set up completely enclosed greenhouses over fertile soil using the skylights mod to let sunlight in and the reverse cycle AC for temperature control. A LOT of AC units. Toxic fallout occurs but I put up roofing and it's not a big deal. But then a cold snap occurs and reveals a major flaw in my base design. Normally, the AC units would vent into the open air walkway with no problem. But because I've put a roof up, now this becomes an indoor room, and what do you know, all the AC units are sucking all the heat out of it to maintain the greenhouse heating. The temperature is brought to ridiculous freezing levels, way colder than the outside temperature, even colder than sea ice, and my colonists are getting hypothermia. The final straw occurs when I try to fix this by creating some chimneys for the AC units to vent to, but in the process, I remove the wrong segment of wall, levelling the temperature of the greenhouse to that of the walkway, instantly killing every crop. Then of course, the cold snap finally ends. I could have reloaded, but I decided I wouldn't be able to play on anyway because among a bunch of other factors, adding in the chimneys would alter the design of my base in an ugly way that I had never planned for. In the next game, I turn infestations on because I got the idea of surviving off insect jelly heists at night, but I give up on this colony pretty quickly. The following one, I turn infestations off and do one of those basebuilder games, but a sapper raid reveals a hole in the mountain thats bigger than I anticipated from map reroll. I try out the unstable 1.0 and naked start for maps 15 & 16 followed by another infestations off basebuilding run for 17. So if you haven't already gathered, I have a preference for an orderly playstyle, but starting with my 18th map, I decided to try something slightly different. Towards the end of map 17, which was the most successful colony at the time, I had a lightbulb moment: You're playing Rimworld wrong if you don't have a pet spelopede. So for map 18, I got the wicked idea to let a massive infestation grow on the other side of the map so that I could use it as a defensive measure, and while I was at it, try and tame a few insects. I attempted to do this, but in the end, the infestation grew too big and no amount of filthy savescumming would save the colony. Setting Policeman's Hill on Fire I approached this game with the intent of attempting taming insects as pets again, so the only way I could do that is well, play with infestations on. So, it's only after 15 maps of Rimworld that I've come up with the genius (ha ha) idea of using embrasures as both ventilation as well as providing a defensive measure inside my mountain base. In addition, I decided to try out some 'modern architecture', by putting a glass ceiling over my garden to prevent produce from deteriorating from being unroofed, but not completely seal it off from the temperature. Up until the 9th year, the garden in the top of the image was only partially roofed, but not enough so that it wouldn't be considered an outdoor space that all the slate-tiled corridors (the sandstone-tiled corridors are airlocked) inside the mountain vented to. Because the embrasures instantly level the temperature between rooms unlike open doors or vents, the temperature in the deepest corridor in the mountain would be the same as the one in the garden, provided each linking corridor was connected by embrasures. Every so often, a solar flare would come around, and the solar flare shield (in the centre of the image) would kick in. It produces a lot of heat, but because my corridors take the temperature of 'outside' from the garden, it was never a problem. But between the 9th and 10th years, I put up a few more tiles of roofing with skylights, and this changed the garden from 'outdoors' to an 'unroofed' space. So in this 10th year that is pictured, everything is roofed with the exception of the space around the wind turbines and a couple of holes for mortars and pod launchers. With the exception of wooden royal beds, workbenches and electronics, the majority of my base is made out of stone, so why was I suspect I had designed a massive fire hazard waiting to happen? The solar flare happens and of course, the shield turns on, but this time, there is no outside space to vent to. Boomrats get heatstroke... Moral of the story: you can get burned by even the most innocent mods and poor decision of what gets roofed/walled. [link] [comments] |
Is it hot or is it just that body laying in the corner of our fridge? Posted: 15 Aug 2018 08:10 AM PDT |
Posted: 15 Aug 2018 11:32 AM PDT |
Posted: 15 Aug 2018 10:40 PM PDT I put it on last night and all of a sudden loads of social fights started occurring. This isn't normal. Any ideas why this might be starting now and how I prevent/mitigate it? [link] [comments] |
Posted: 15 Aug 2018 05:35 AM PDT |
What are some excellent, but lesser-known mods? Posted: 15 Aug 2018 10:26 PM PDT What mods do you consider excellent that fly under the radar or are underrated? [link] [comments] |
When your dogs learn haul so they can help with the farm to kitchen nightmare Posted: 15 Aug 2018 07:21 PM PDT |
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