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SniperWoreConverse
Mar 20, 2010



Gun Saliva
so apparently the author will never put this game on sale under any circumstance. Are the DLCs worth having or what?

e; basically i saw a youtube where a guy was trying to do this tribal start of tree worshippers and it seemed pretty fun but I'm wondering... is it $75 worth of fun?

SniperWoreConverse fucked around with this message at 01:16 on Nov 22, 2021

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SniperWoreConverse
Mar 20, 2010



Gun Saliva
So one of my first colonists got an insulting spree, started a fight, got her rear end kicked, and then apparently the only way to treat her was to arrest her and now she's absolutely mega hating this place and has resistance DOUBLE what my first raider had, like resist 14.6 or something.

Uh, did I gently caress this up, was I supposed to somehow manage that differently? This sucks because she tamed an entire herd of alpacas and we were doing really good. Now I'm kinda hosed and we're way skeleton crew.

I also had a life pod drop and the guy was rad with super high skills, fixed his own broken pelvis, and walked off the map before I was able to help or do any interaction. Would I have to... what? Beat him with clubs? It doesn't seem to let me do anything to anyone unless they've been downed.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

isndl posted:

If a prisoner was your colonist before the arrest just release them, they'll automatically return to their faction which is yours in that case. Gonna be mad as gently caress that they got arrested either way. Slaves need to go through the whole process again however.

If a pawn picks themselves up after a transport pod crash then there's nothing you can do, you probably didn't have anyone nearby anyways. If you do have someone nearby you'd have to attack them and possibly cause a relationship hit. Don't think I've ever seen it happen without mods boosting the pawn somehow though.

releasing them worked, i was worried she'd just walk off the map.

now a flash storm has engulphed the entire map in a raging forest fire and it's burning all the ancient steel ruins somehow i guess it's hot enough to melt steel beams. I was thinking of taking all the cool ancient tables and poo poo but welp!

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Well it rained, problem solved. My biggest issue is the colonists keep feeding meals of alpaca meat to the alpacas instead of preventing themselves from starving.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

isndl posted:

Note that forced weather effects overrides the normal rain when there's too much fire going on, so if you have an ongoing event or a mechanoid weather controller nearby you could very well lose the entire map to a wildfire.

The storm ended up lighting like 8 more fires including a nearby bridge. I picked a place that had a big rear end river and a big rear end road.

basically i used home zone to force them to fight the dangerous parts, i was trying to cut a firebreak but it wasn't working because the colonists were jerking around. I kept the save but i'm putting them on hold.

Started a new one and picked a jungle, with a smaller road and a river going into the sea, it's a cool map and i rolled a trio of morons who are a father and two kids. When one dies it's gonna be pretty bad. I converted a ruin into a barracks and make everything out of wood and rocks, steel has to be reserved for only the cases where you really need it, there's seemingly MUCH less steel. I did notice this map has uranium and compacted mechanisms though, and a ton of random space ship parts keep slamming out of the sky.

There's a black panther that keeps roaming around killing animals and not eating them. Last time the bear seemed to actually eat what it killed? Idk. It just looks at us without doing anything, like comes right up whenever people play horseshoes.

I think alpacas or yaks should be able to be pack animals, dunno quite what the deal with that is. There were exactly 2 chinchillas on the map i would have liked to tame instead. Man i really wanna get hydropower but all my guys are morons.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
i hate that every time i see a chinchilla something eats it before it can be tamed.

Can pawns mine or smooth diagonally? They were doing it before and don't seem to be doing it now. I mean in situations like
**[].
[]...
.....

Where the stuff I want done is at the stars, the brackets are natural rock walls, and the dots are just open terrain. There's gold in them hills! Plus I wanna rout conduit along this mountain without smoothing literally every tile. I have a prison cell where they were happy to smooth diagonally and route power through, but now they don't want to do it. I even have a guy who loves mining , there's exactly one spot on the map that I want him to mine, but he wanders around aimless and idle instead of mining it.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
You can smooth diagonally under some circumstances, I don't know what makes it work or not work.

Mining never works like this, it seems. I had an extremely obvious silver mine that I had to enter in from due south.

I think if you COULD have had n/s/e/w access to the tile you want to smooth or mine, it lets you go diagonal, otherwise you need to do a compass point direction first.

E: do animals ever come in off the edge of the map and decide to stay or will this last panther eat the last capybara and then start eating my livestock?

Llama are extinct. I was able to save the last two chinchillas. Tortoises are very rare now. Monkeys are as well.

A panther killed the second to last cassowary, but was mortally wounded, so it also got butchered.

I had tamed a pair of monkeys hoping they would be smart enough to haul on their own, but no dice. They followed around this chick who was mining and ended up as meat shields, it was a really gnarly fight, but we killed it.

There's one more, and one more cassowary, and that's that besides a cobra and rhinos and elephants. My one guy who helped take out the panther got an inspiration that whatever he tries to tame next is guaranteed to work. Thinking elephant or the cassoulet, dunno

SniperWoreConverse fucked around with this message at 17:35 on Nov 24, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva
:negative: noooooo he can maybe get a rat I must've read the thing wrong this whole time I was like "alright gently caress yeah we got a miracle on our hands! C'mon baybee gimme some thrumbos"

I'm gonna have to go back maybe I can get a capybara or another monkey again. I think both turtles and elephants are the same rank.

All previous games I had the problem of not enough food, this time it's too much food. I was able to recruit two colonists pretty easy but they're geriatrics with super bad movement so I put them in the old folks' barracks where they get to play chess and work repeatedly making every kind of clothing and cook the food. Need to render down this beast meat and corn into the most dense form possible.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
his skill was so low there was no animal available to tame and it was wasted.

I started sending expeditions and got a mad boomalope and raid at the same time, they attacked each other and then set the forest on fire while i had 2 olds with like 30% move and 1 colonist with a knife. Turns out knives are loving brutal in the right hands. Then it started raining so everything worked out.

The chinchilla herd is completely out of control and I had to set up auto slaughter. I'm rapidly running out of storage space for both meat and furs, so I started trying to craft the pelts into dusters and stuff which are insanely expensive and I can only assume will attract a major siege or something.

I also threw in a couple art orders, and they're actually kind of evocative. The first one was sort of like "Jesus Christ Glass, where the are you taking this thing? Wait... aww."



Tragically someone crash landed and was injured bad, we got her saved and while being treated she died. Her own child was just too slow to save her -- it was her long lost mother the whole time. Glass himself was in the same position and lived. Grim. I put a bunch of flowers around her grave even though the daughter had to take an entire day to do it because her planting skill was so bad.

I essentially have way too much food and resources for this amount of colonists. Some cows and sheep joined, and the milk and wool seem like good sources of food and fiber without having to have huge fields, but i just can't figure out a good way to manage them all. With chinchillas i can just say ok have x adult males x adult females, this keeps the herd fine and gives good furs. But with cows and sheep you need to keep the same adult individuals alive over time.

I suppose i should set it to start slaughtering lambs and calves? Any herding advice to keep this going smooth? Can you dye fiber?

Also is there a landrace mod? It'd be cool if I got zebu instead of normal cattle, or a more tropical sheep.

I'm stalling out because my research is too slow.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
once i get electric benches is there any use for standard ones? You can only research one thing at a time, so do standard benches just contribute anyway or what?

Is there a way to scrap lovely old furniture back into materials?

SniperWoreConverse
Mar 20, 2010



Gun Saliva
dur i somehow mixed up deconstruct and deinstall

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Allyn posted:

You can draft a pawn and tell them to tend someone as of 1.3, saving you the need to put down the sleeping spot and faff around with that. They'll automatically use any medicine they're carrying on them. Once my healroot supply's up and running, I tell all my pawns to carry the max, so they can all drop it nearby to save even needing to haul any over

poo poo how to you tell pawns to carry stuff in inventory? Just in the assignments tab, right?


Vespertine posted:

Hey thread... uh... long time lurker, etc... has anyone heard from Coolguye at all? I'm genuinely concerned that he might have passed away, he's a brittle diabetic.

I'm like 90% certain he lives or at least someone has been posting on discord with a real similar name

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So i decided to roll this colony with an entire planet, and the crashed space ship is 50 days away. Plan 1 was to get a bunch of elephants and pack up everything possible and walk there.

Then I realized you could build drop pods, so I built a bunch and came up with this plan to simply relay race everyone across the entire planet with all this chemfuel i've been making from tropical trees. I send out a scout with enough supplies to build the next step, and it won't let me. You can only have one base. So the guy is stranded on this hell desert with a fuckload of heavy steel and components and fuel.

If I'd have stuck with elephants a lot of important guys wouldn't have gotten kidnapped while the fighters were out pillaging some dumb bullshit quest. I'm gonna leave this save for now and start a tribal one i think.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
lol drat it, i ended up starting a new one and am invested in it. We started with an old geriatric cannibal and her pet warg. This thing has tanked almost all enemies and she loves feeding human bodies to it. Is there a way to ensure that while I have humanlike corpses the warg will eat them instead of my meat stockpile i need to make sure we don't starve?

But if you can just up the base amount I'm gonna do both strats then, I'll nomad my way there with these guys, and then I'll go back and try the suborbital relay race with the other save. Garret, Glass, and Rojas were all super important and got abducted by pirates, and if I can't launch another prison break I'm going to bring their art to space with us.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I was wondering what was going on with the update. When i clicked the link to see what changed it brought up a blank page on steam. I instantly noticed the food looking different based on what ingredients are in it.

Anyway my warg keeps getting fed meat i want to use for meals. Should i butcher the human corpse i have kept in his den? Keep the manflesh in there? If other people see the cannibal chopping him up will they be disturbed?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

cugel posted:

Already answered but whatever...

Wargs are animals who obey area restrictions, so you affect them to a zone excluding your meat stockpile and make a separate human corpse freezer.

this is the problem then, I have it set up so that the door out of his den means he has to walk through the freezer to get out, and it's linked with a vent. I was hoping I wouldn't have to have a setup that leads from the cold zone to directly outside. I guess I should have set it up partitioned different, but now it's gonna be a huge pain to redo it.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

isndl posted:

You can have zones set up as unlinked areas, pawns will attempt to path between them by staying 'inside' where possible but if an inside path doesn't exist they'll step outside to get to where they need to go.

This is what I did and it sorta mostly works. Huck goes a long time without eating and then likes to eat a head or an arm. He's petty well trained, too, so unless someone tries teaching him a trick he'll go like three days without eating anything and then gorge on 1 & 1/2 bodies. Right now there's only like two limbless headless torsos and there were almost 5 at one point.

He does tend to hunt wildlife though, he'll eat like half of a cassowary and let us keep the rest.

Unfortunately my cooler can't keep up with refrigeration and I guess I need to add another one without them rotting, I had to bury a guy because he only got half eaten.

For some reason it seems like adding extra walls around the freezer doesn't help insulate and might be making it worse. Or maybe it's just I add more walls when poo poo keeps thawing out and it never does much.

I kinda wish it were easier to manage zones or at least put a sign on the door that says "nobody look in here ignore this nothing bad going on"

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I have exactly that but if I forbid the door huck will get locked in. Basically the door goes back into the freezer and I don't know if I want one to the outside cause jungle.

I gained about as many new colonists as raiders I've killed, I had a guy come running up getting chased begging to join, and was able to save drop pod refugees.

An old almost blind woman with a warg, and her two daughters. Everyone eats mostly vegetables.

Where are all these carcasses going? Why's the old woman insist on burying everyone? Well better than getting killed by pirates.

It's like a horror story. Tribals locked in a shed. People mysteriously bringing in ripped up dead animals to butcher, never hunting themselves. But food is always running low...

SniperWoreConverse
Mar 20, 2010



Gun Saliva

https://www.youtube.com/watch?v=j7Ff6izcRCc

SniperWoreConverse
Mar 20, 2010



Gun Saliva
hows the magic tree, i think both have one? Not the mechanics but how's it feel to mess with them trees?

So i'm gearing up to trek across the planet to the spaceship. I thought on the previous colony the goal was to reconstruct it and escape, but in this one the ship is just sleeping and if i turn it on millions of raiders will try to steal it? better get a gently caress ton of guns i guess, all guns all the time. 5,000 walls, 10,000,000 bullets.

e: i just need more meat to get enough travel rations that won't spoil. This is complicated by the warg who won't eat kibble. hm.

That and there's an ancient danger on this map, i should probably see what's inside before leaving forever.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I'm pissed, someone crashed who was married to one of my other colonists and they were married. She decided as soon as she could walk that she wasn't going to live here, what the gently caress kinda marriage is that

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Lead out in cuffs posted:

Arrest her and then persuade her to join.

Her daughter recruited her by appealing to her sense of responsibility

e: i built a little base around and inside a granite hill and somehow even though it's a tropical rainforest I'm getting "slept in the cold." The only cooler that's turned on is my freezer and it's apparently leaching enough heat that the barracks is too cold to be comfortable.

SniperWoreConverse fucked around with this message at 22:41 on Dec 5, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Heffer posted:

a campfire is the easy low tech solution until you get a full setup going.

what the hell tho, this was working completely fine?

As soon as my guys got back from looting a cache it went back to normal. I presume it was because the doors were too closed or something.

Meanwhile I can only assume skilltrainers are like the drug from cowboy bebop because i had my one dude shoot up melee and go from ok to an insane juggernaut, just unzipping people with a knife

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Well it turns out sickly loving sucks bad so I'm going hard into drug prep this time. Once we obtain drugs, then survival meals, then pod launchers, we're getting the hell out. All other research can get done on the way to the space ship

SniperWoreConverse
Mar 20, 2010



Gun Saliva
A herd of manhunting cobras came out of the jungle. They were less dangerous than I expected. The logs from their fights always seem so gruesome.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I caught a pirate during a caravan ambush and split her off to go home for brainwashing. The dude escorting her was a prick who forced her to carry a ton of luggage despite being shot full of holes and also despite having an alpaca.

She tried to pull a prison break at 0.0 resistance so we ended up beating her rear end and the dog ran in to bite, which we immediately patched over, but it immediately got infected.

Meanwhile a bulk goods trader got insulted by her guard so she started a social fight and proceeded to get beat to within an inch of her life despite her having like 12 melee and a double passion for it.

Well free recurve bow and pemmican in exchange for some herbal medicine and a few meals I guess. Doctor practice.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
But don't you love sky mind

SniperWoreConverse
Mar 20, 2010



Gun Saliva
A panther ripped off my dog's jaw and now she can't haul or rescue people. Guess I should try and track down a male husky, 'cause she's retired now. I feel like in vanilla there's not going to be a way to fix her.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
can you manumit slaves?

What is "infection chance multiplier from room?" The beds in my hospital keep fluctuating between 45-57% or so and I don't like the sound of it. Is it related to the materials the hospital furniture is made out of, should I use steel instead? Do I need to burn them and put in new clean beds? Do I have too much furniture in there, should I not have shelves or primitive coolers in the hospital? The actual cleanliness of the room is like 0.1 dirty or w/e, I only have steel tile researched and it's got no dirt to clean.

Recently I had a fight where some tribals were shooting a fluckload of arrows, and this was literally right outside the hospital, so these dweebs all got stabbed and beat up and then apparently proceeded to roll across the filthy ground outside and into the hospital beds, and then haphazardly try to patch themselves up. I have a few people with decent medical of like 4-5 that usually make sure the alpacas don't die of the flu, but my doc with like 12 wasn't there yet. Everything got covered in blood from their many minor cuts, and one did get an infection, but I don't know how the chance multiplier from the room itself works or how to mitigate it.

Also i sent out some dudes to blow up a tribal base at the request of one of my allies, and when they came back one had an art intuition and made a statue of four guns that when viewed from the right angle show the silhouette of a surgeon, which i thought was cool

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Azhais posted:

You want sterile tiles and cleanliness. I don't think the other furniture matters

isndl posted:

Room cleanliness is just one factor in infections and most objects don't contribute with the exception of certain workstations like the butcher's table. Anything that modifies the room's cleanliness score will list it in the object's info card.

The biggest thing to worry about when trying to minimize infection is keeping the filth levels down, especially because you're likely going to have a bunch of people stomping in from outside (therefore bringing in dirt) and bleeding everywhere. A bigger hospital room means you have a bigger buffer to soak that filth and is the simplest solution. Straw flooring is slightly dirty but might be worth it to keep added filth from stacking too high if your labor pool is small. Otherwise, just minimize non-essential foot traffic and zone your janitor in to prioritize cleaning in there.

In general, if the room is floored and lit, and the doctor has medicine and isn't an amateur, I don't worry about the infection rate since it's low enough to be very rare and it's just bad luck when it happens. Most infection cases I see are from emergency first aid in the field or from patching up prisoners in an unfinished prison.

It's weird, because I was able to break into the cryo chamber and converted the ancient casket room into a secondary hospital... and it has a lot more junk in there and less infection rate, even at the same cleanliness. Other than the fact that it's significantly bigger idk. There haven't been any infections in a while, so :shrug:

Did a quest, it was an installation with 1 guard and 8 turrets. Everyone flipped their poo poo but i was able to recover all the turrets and most of the loot. I saved the tainted marine armor, but left the bio locked assault rifle, figured it would only be worth its weight in steel.

Ironically the guard didn't have a helmet and was weak vs headshots, who would have thought such a thing. One of my guys went berzerk and punched a cassowary, but we made it out alive with 8 turrets and some components. I was hoping there'd be a way to fold up solar panels and loot them, but tragically it was best to simply snipe them.

Seems like insect jelly doesn't count as caravan food.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

cugel posted:

For comparison the foodbar of Ebenezer the dilophaurus is 2, 7 for a T-Rex,, 12 for Snek the Titanoboa and 15 for Big Boy the paraceratherium.

the only Big Boy that makes sense is this one:


a small food bar that when it goes past the tick he will look for food and eat until it goes above the tick, and if it empties out he'll start to die. [ , ] Feed berries and kibble, not meals.
Unlike a muffalo which is like [    ,   ,        I          I      ] ??? feed hay or whatever crap you have on the ground whenever, i guess?


OwlFancier posted:

The way "dirtiness" works is that it is an average of all the tiles in the room, including dirt on them.

So a small room becomes very dirty when someone comes in and, for example, bleeds on the floor a bit, as hospital visitors are wont to do, because now a signifcant portion of the room is covered in blood.

So to maintain a stable and good level of cleanliness you want a larger room and all of it should be covered in sterile tile, which will offset the inevitable bloodbath that will ensue when you actually have to use it.

I think i accidentally figured this out and simultaneously cheesed it this time. This is the real deal game: random crash site, gonna walk to the spaceship for real this time.

Landed in a boreal forest, and happened to be right next to a huge ruin that i roofed over and made into one enormous room for everything. The sheer size seems to have diluted all the dirt related problems. Tacked on other rooms as needed, worked fine.

I was planning on leaving the next spring but I didn't move fast enough and ended up getting locked in until the beginning of winter. Toxic fallout, cold snaps, heatwaves, low food, low meds, no horses, no milk. Had to fight bears, wargs, wolves, and cougars, and 30-50 feral hogs stole most of the hay the first winter.

I have completely stripped the map and have only 300 survival meals but a bunch of silver, gold, uranium, and jade. I have 7 colonists, 3 female muffalo, and can only carry 497 kg. I also only have ~300 hay + kibble. Is it just me, or should the stack of meals = the same nutrition as a stack of hay or corn? Its really hard to get a feel for how much actual food i have. 1 or 2 meals = one day for one human? My guys will eat half a stack of pimmican or 1 survival meal and it's like what the poo poo

The caravan planner says i should be looking at roughly 60 days of travel to get there, and less than 30 days of food: if i bring absolutely nothing. I can't have this heavy jade and other bullshit, but because it's off season for food foraging i dunno if I should spend winter sending out caravans to liquidate everything and try to find more muffs for sale or horses, or if I should just pack up and leave now.

Weirdly disappointed i never got a chance to tame caribou. This is the first time I went through a whole year with a winter like what you get here and it really fucks with the animals bad.

SniperWoreConverse fucked around with this message at 10:45 on Dec 19, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I was worried i was gonna have all my animals starve over winter because not enough hay, so i took everything and converted it to kibble instead, figured cutting the hay with meat would stretch it.

I still ended up having to cut into a huge portion of my survival meals -- a trader came by with horses, and I didn't know when i'd have a chance to get them again so I jumped on it.

I decided to hunker down until animals could graze again and spent all this time hunting, deconstructing everything, and converting everything to art, or extra fabrics into dusters. Every time a trader came by i bought all their food and meds and sold until they had no money, so I have a dragon hoard of silver which i think is a pretty lightweight way to do it, at least better than raw jade chunks.

The fabric i should have left alone because i got a trade request for 17 tshirts, but :shrug: what you gonna do? I think i would have had enough to pull it off, if you can make them from patchleather.

I got a request to destroy a pirate camp, which i think i can swing. It expires after the grass comes back so i guess i can just break loose and bail the second it happens. It's almost certain I'm gonna get ambushed tho, dragging all this cash around. We'll see what happens.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
due to bad luck and not as good planning as i should have done, i wasn't able to make it all the way from my crash site to the deactivated ship in one caravan trip. About 20 days of food too short, and too slow. Out of money and running out of food the only thing to do was hunker down in the desert and try to get enough supplies together to not only make it there but keep it. It's in the middle of the tundra.

On the upside we've arrived with 10 muffalo + 2 calves, and 4 horses, so if we can't get food hunted we can just eat muffalo steaks for a while. I was able to bring all the uranium by making it into 2 plate armors and a mace.

We were ambushed only 1 time but it did end with someones pinky getting destroyed, apparently the armor does nothing.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Leal posted:



I have some questions.

Tfw you're a supremacist but the humans are keeping you as an "alien" slave

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Lead out in cuffs posted:

Rimworld: Cooking in power armor like a boss

SniperWoreConverse
Mar 20, 2010



Gun Saliva
if i end up with someone who's a hardass with no practical skills, they stay in armor, or if i end up with armor that doesn't really slow them down much they can keep it on, but otherwise i just assign them to worker and let them have a helmet if they feel like it. If they're incapable of violence i don't even bother with that because they're gonna be screwed if they end up in a fight.

if i send out a caravan and the weather is good enough i always have them suit up before launching, or if they need to walk off the map RIGHT NOW i tack the armor onto the goods they need to bring with them and have them change enroute. Dunno if armor slows caravan move speed but it doesn't seem to make a difference for most journeys, and getting ambushed can suck rear end.

Yesterday was the first time cracking open an ancient danger worked out really well for me, inside were some weak baby mechs a rocket launcher, which i used to blow up a prison and save an old navy scientist, and then i stole the turrets from that mission and set them up inside the sleep chamber with a bunch of spike traps. When i opened the caskets we somehow got a string of incredible headshots and the hostile guys died immediately. Half the others decided to stay and they're pretty alright and now i have a shitload of way more powerful guns.

none of my guys have shooting above 5.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
yeah art is for rich fuckers. Art's for condensing trash into cash.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Some things produce light and/or heat, right

Camp fire, torch
Wood fired generator, space heater
Geothermal produces heat for sure (or maybe the vent itself is what makes heat)

But none of those mention it or do the red room thing except torches and fires

Does the chemfuel generator produce heat? Light? Smelter? Forge?

Machine bench and smelter make light. It's small amounts, but you can do things like make boiler rooms that self light and contribute heat to the main buildings, which is cool. You can arrange your workshops and leave some sections creepily unlit if you want, which I also like.

Is there a reason to use chemfuel if you don't have boomalopes or need fuel to make specific things anyway? Is it just denser energy storage vs wood piles? Is it more efficient than wood, or more intended to let you do hay fields in the desert or something?

I don't have launch pods and have plenty of good guns and all my wood is earmarked for wood-only things like beer kegs. Is there any reason for me to bother with fuel at all if my solar panels and batteries and wind turbines got me covered? I'm in a permanent summer that gets cold at night, with no trees, so I could see how using a hayfield + chemfuel could be a good idea to get extra work out of my power source by using a boiler room vented into my main rooms.

Could be a decent way to convert hay into milk, heat, and power -- really wring out as much as possible from the low fertility around here, and need to dedicate fewer components and wattage to electric heaters, if I could get the seeds in the dirt at good enough levels.

Do you guys keep crops with your animals? I have most of my camels pastured directly over hay, because atm that hay is going only to them anyway, so I don't particularly care if they eat it off the ground. I also like pasturing animals on top of chocolate orchards if it's a place that has good enough fertility to grow grass around the trees.

Another thing I do in some places is have a grow zone in the pens and let trees grow naturally. When they get to harvest size they get chopped and it easily automates fuel harvest. It seems like boreal forest and desert will never produce any reasonable amount of groundcover after mapgen, so you better get crops in the ground now.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Allyn posted:

Definitely the vents, for the record. That's how people manage Ice Sheet Naked Brutality starts: dismantle steel stuff that starts on the map, using it to building a 2x2 room on top of a vent, then removing one piece of roof and juggling opening/closing the door to keep things at something workable

:hmmyes:


LonsomeSon posted:

You can use the Do Not Sow growing zone to automate collection of stuff like wild healroot and forageables, as well as Ambrosia, when they’re fully mature as well.

The auto-cut setting on Pens allows you to keep your pastures clear automatically, but it has your pawns go out and execute trees as soon as they appear. You can use it to automatically clear inedible, non-tree vegetation though, if you want to collect tree bones.

Chemfuel can be made out of stuff like extra food or hay, letting you convert surplus planting acreage into Watt-hours. Pretty sure it’s more energy dense than wood, but generally I’ve got stuff to do with excess wood if the problem ever comes up that isn’t burn it. The main non-generator use for it in unmodded is fueling transport pods, it’s also used to make Grenades and Mortar Shells, and as fuel for Jump Packs if you’re running Royalty. All of those are pretty worthwhile to have, and while you can get them all using the refinery, if you’re ranching already anyway you should keep an eye out for some Boomalope breeding stock either in the wild or for sale. Even 2-3 non-breeding ‘lopes will provide most of the Chemfuel you need unless you’re burning it for power, until you start doing transport pod stuff.

yeah do not sow is how i have the guys harvest volunteer woodbearing trees from the ranch, it's also a way to help minimize the chance of firestorms in certain kinds of forests. After messing around with autocut on the pen marker itself i figure it's not really worth toggling it in most cases. If you're right on the knife edge of nutrition you're eventually gonna fall onto the wrong side somehow.

I think in some contexts chemfuel power could be worth it -- mostly cold, wood poor regions that still have crops but you don't have geothermal or easy ways to capture vents. I sorta regret not bootstrapping from 1 wind turbine to using chemfuel as my main power source, because it means less batteries and less heaters, assuming you purposefully extract the heat the generators themselves make to keep warm.

also i looked it up and for some deranged reason the wiki says hay doesn't fit into bio reactors to get cracked into fuel. What the hell is that? You can throw meat chunks, rice, and kibble in but not hay? It also says that indoors farms can trivially power themselves with chemfuel, even if you have to use sun lamps, which... what? poo poo here i was using geothermal and using the vent to keep the "greenhouse" from freezing.

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SniperWoreConverse
Mar 20, 2010



Gun Saliva
How difficult would it be to make end tables and dressers also act like shelves, it should be pretty easy, right?

Is there a way to make vegan survival meals with only the base game?

Did you get your coolers from the same mod that gave you the double fridge fans and what looks like a wall heater?

What the hell does a sink do, improve sanitation? Also what do those 1x wood cabinets do, are they like the end table version of tool sets

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