Ludeon Forums

RimWorld => General Discussion => Topic started by: XeoNovaDan on January 30, 2017, 01:18:35 PM

Title: Extreme Desert Challenge
Post by: XeoNovaDan on January 30, 2017, 01:18:35 PM
Introduction
Hello people, the Extreme Desert Challenge has now hit the forums! Inspired by Rhadamant's (from who'm I also sought permission to bring this to light) Sea Ice Community Challenge (https://ludeon.com/forums/index.php?topic=28853.0), this instance takes things to the opposite end of the spectrum: You're now fighting the sweltering heat of a particularly mean Extreme Desert as opposed to the bitter cold of a particularly mean Sea Ice.

Much like the Sea Ice Community Challenge, the scenario powering the Extreme Desert Challenge is based off the 'Rich Explorer' scenario where you won't have a starting pet, except now there's a permanent heat wave as opposed to cold snap, and there's a climate cycle in play - so be prepared!

Starting Pawn
Another key difference is that the story is started by a name-in-game pawn called Lumi, as opposed to Engie in the polar opposite of this challenge. Lumi has a full set of good traits going for her too, and she's an excellent fighter - whilst not so great at activities outside of fighting; she has great potential to become good, especially in Medicine and Growing (courtesy of EDB Prepare Carefully).

In regards to clothing, Lumi is equipped with some tribalwear, and a rather sub-par duster in terms of insulation (raccoon leather to be exact) - but that extra heat insulation can buy a few extra seconds and mean the difference between scraping through, or keeling over from extreme heatstroke!

The World
The world is generated at full size for the sake of maximum explorability, with one-above-minimum rainfall so there are patches of arid shrublands interspersed in the vast deserts and barren wastelands, and the thermostat is cranked to the max!

The starting tile is at the most ludicrous of ludeonicrous sizes, is flat, and rock types present are poor in terms of use in structure (but any rock is better than steel). You'll crashland near a ruined building so that the challenge is even possible ktf with.

That's it!
That's the scenario and surroundings summarised! Go forth, and make me proud people :)

Save game can be found attached to the post (best compression ftw).
Put the save game in C:/Users/YourName/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Saves

Your drive letter may be different to 'C:', but C: is the default, and 'YourName' is pretty self-explanatory.

Good luck!

[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: Lawlzer on January 30, 2017, 02:01:38 PM
Quote from: XeoNovaDan on January 30, 2017, 01:18:35 PM
Introduction
Hello people, the Extreme Desert Challenge has now hit the forums! Inspired by Rhadamant's (from who'm I also sought permission to bring this to light) Sea Ice Community Challenge (https://ludeon.com/forums/index.php?topic=28853.0), this instance takes things to the opposite end of the spectrum: You're now fighting the sweltering heat of a particularly mean Extreme Desert as opposed to the bitter cold of a particularly mean Sea Ice.

Much like the Sea Ice Community Challenge, the scenario powering the Extreme Desert Challenge is based off the 'Rich Explorer' scenario where you won't have a starting pet, except now there's a permanent heat wave as opposed to cold snap, and there's a climate cycle in play - so be prepared!

Starting Pawn
Another key difference is that the story is started by a name-in-game pawn called Lumi, as opposed to Engie in the polar opposite of this challenge. Lumi has a full set of good traits going for her too, and she's an excellent fighter - whilst not so great at activities outside of fighting; she has great potential to become good, especially in Medicine and Growing (courtesy of EDB Prepare Carefully).

In regards to clothing, Lumi is equipped with some tribalwear, and a rather sub-par duster in terms of insulation (raccoon leather to be exact) - but that extra heat insulation can buy a few extra seconds and mean the difference between scraping through, or keeling over from extreme heatstroke!

The World
The world is generated at full size for the sake of maximum explorability, with one-above-minimum rainfall so there are patches of arid shrublands interspersed in the vast deserts and barren wastelands, and the thermostat is cranked to the max!

The starting tile is at the most ludicrous of ludeonicrous sizes, is flat, and rock types present are poor in terms of use in structure (but any rock is better than steel). You'll crashland near a ruined building so that the challenge is even possible ktf with.

That's it!
That's the scenario and surroundings summarised! Go forth, and make me proud people :)

Save game can be found attached to the post (best compression ftw).
Put the save game in C:/Users/YourName/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Saves

Your drive letter may be different to 'C:', but C: is the default, and 'YourName' is pretty self-explanatory.

Good luck!

Cool idea! But my computer can't play on anything besides the normal world size... RIP...
Title: Re: Extreme Desert Challenge
Post by: XeoNovaDan on January 30, 2017, 02:16:59 PM
Quote from: Lawlzer on January 30, 2017, 02:01:38 PM
Cool idea! But my computer can't play on anything besides the normal world size... RIP...

Ayy, that's unfortunate. If you want to stick close to it though, the world seed is 'ridge'. Can't remember latitude and longitude of the exact spot though.
Title: Re: Extreme Desert Challenge
Post by: Seeker89 on January 30, 2017, 11:48:45 PM
You might be able to change that in the save file....
maybe planetCoverage. from 1 to .30?

I was just about to check that but my notepad++ is being stupid.
Title: Re: Extreme Desert Challenge
Post by: taha on January 31, 2017, 03:16:46 AM
100% coverage + biggest map size for colony => not for me either

I'd rather have 30 pawns in a medium map than 5 in a huge one (and still experience stutters at 3x speed)
Title: Re: Extreme Desert Challenge
Post by: Thyme on January 31, 2017, 03:47:04 AM
I think the map size is more a problem than the world coverage. I went for a 100% coverage in my current A16 run because 30% just looks stupid (and prolly makes the friendly ship AI a joke). Turned out that the world gets generated when looking at it for the first time after load every time. Playing on an average 3yo ultrabook, this takes a few seconds of freeze and works instantly afterwards. Big maps however drain your cpu constantly.
Title: Re: Extreme Desert Challenge
Post by: taha on January 31, 2017, 04:29:33 AM
On Sea Ice Challenge, every time I was switching to World Map, I had this weird and annoying buzzing instead of normal music, and the comp was freezing for about 30 seconds in order to switch screens. So each time I had the "friendly AI" event, I chose "OK" and ignored the ship location (I've built my own). On map I had to limit my pawns to a max of 9 (including Engie).

I'm waiting to read stories from people, but unless I manage to get a brand new *and better* comp, I can't participate in this one :(
Title: Re: Extreme Desert Challenge
Post by: eadras on January 31, 2017, 04:50:18 AM
Talk about bleak!  Lumi is certainly in for a rough time.  Daytime highs of 205F (96C) make surviving the first day a challenge (she died twice before I managed it properly).  I'm afraid this story is going to quickly degenerate into human leather cowboy hats and "soylent green" nutrient paste...
Title: Re: Extreme Desert Challenge
Post by: Hans Lemurson on January 31, 2017, 06:33:03 AM
And you can't depend on food staying fresh like on the ice!
Title: Re: Extreme Desert Challenge
Post by: Sola on January 31, 2017, 07:23:19 AM
Deserts are much easier versions of ice sheets, I think.

I'll give it a shot this weekend and see if it proves me wrong :p
Title: Re: Extreme Desert Challenge
Post by: b0rsuk on January 31, 2017, 07:52:41 AM
Keep in mind there is no hot counterpart of Ice Sheet, let alone Sea Ice. Difficulty wise Extreme Desert is more like hot Tundra.
Title: Re: Extreme Desert Challenge
Post by: eadras on January 31, 2017, 08:16:04 AM
Did I mention the temperatures are approaching the boiling point of water, and it's the middle of "winter"?  There are no animals, and plants will never grow outdoors.  So, it's not a typical extreme desert.  The fact that the colonists can walk around at all in these temperatures illustrates the need for a revisiting of the temperature scale in Rimworld. 

I didn't try the sea ice challenge, so I can't compare, but there is definitely plenty of challenge here.  A wanderer joined before I had a greenhouse/indoor farm setup, and I made the mistake of allowing her to stay... going to have to start over, now.   ;D
Title: Re: Extreme Desert Challenge
Post by: SilentP on January 31, 2017, 11:30:28 AM
Silly question, but is there a way we can get these awesome challenges put on the Steam Workshop?
Title: Re: Extreme Desert Challenge
Post by: TheMeInTeam on January 31, 2017, 11:31:38 AM
Quote from: b0rsuk on January 31, 2017, 07:52:41 AM
Keep in mind there is no hot counterpart of Ice Sheet, let alone Sea Ice. Difficulty wise Extreme Desert is more like hot Tundra.

The intended progression after temperate is:

boreal --> tundra --> ice sheet
~~
arid shrubland --> desert --> extreme desert

And to be fair, extreme desert shares some of ice sheet's difficulty.  Although it technically has wood, the replenishment rate is a joke.  Fauna being nearly non-existent makes pre-potato food an enormous problem for tribes in particular.

The reason it's still much easier is that you can set up a viable potato farm without tech investment or babying...just walk over to gravel and plant.  On ice sheet it doesn't work.  Given the settings in this one...
Title: Re: Extreme Desert Challenge
Post by: Sola on January 31, 2017, 03:18:00 PM
Quote from: TheMeInTeam on January 31, 2017, 11:31:38 AM
Quote from: b0rsuk on January 31, 2017, 07:52:41 AM
Keep in mind there is no hot counterpart of Ice Sheet, let alone Sea Ice. Difficulty wise Extreme Desert is more like hot Tundra.

The intended progression after temperate is:

boreal --> tundra --> ice sheet
~~
arid shrubland --> desert --> extreme desert

Having played these biomes myself, I must respectfully disagree.  "intended" by whom?
Title: Re: Extreme Desert Challenge
Post by: XeoNovaDan on January 31, 2017, 03:37:25 PM
I guess it's more of a step-by-step progression sort of thing. Arid shrubland is the mildest on the arid biome spectrum, whereas desert is harsher and extreme desert is harsher still; just like boreal forest is the mildest on the cold biome spectrum, wheras tundra is harsher, ice sheet harsher still, and then harshest of them all being sea ice.

Although not necessarily dictated, that is indeed what's implied.

Edit: Normally, an Extreme Desert is somewhat easier than Ice Sheet due to the possibility of growing 'gravel potatoes' outdoors all year round. However, it's also harder in one aspect as you still need to build a freezer to preserve your food, whereas the coldness of ice sheets sort of does that for you (although you will still need a minor freezing project in more mild ice sheets).

However, this challenge would be just as hard as Sea Ice (certainly early game) because of the fact it's too hot to grow crops unless you completely splash out on a gargantuan cooling 'project' (heck, a single cooler even struggles to keep a tiny room cool in the dead of 'winter' on this scenario), and then freezing is going to be a luxury. You'd want to get pemmican ASAP, and rely on drops for fruit and veg. Although you can find the resources necessary in small amounts as it's an actual landmass as opposed to just basically the arctic circle.

Edit 3 (2 was in the passage above): But yeah, temperatures will still be around 90-100°C (194-212°F) even in the dead of Winter, and it's also a Climate Cycle so it'll get a whole lot worse in the peak of summer.
Title: Re: Extreme Desert Challenge
Post by: TheMeInTeam on January 31, 2017, 03:38:41 PM
Quote from: Sola on January 31, 2017, 03:18:00 PM
Quote from: TheMeInTeam on January 31, 2017, 11:31:38 AM
Quote from: b0rsuk on January 31, 2017, 07:52:41 AM
Keep in mind there is no hot counterpart of Ice Sheet, let alone Sea Ice. Difficulty wise Extreme Desert is more like hot Tundra.

The intended progression after temperate is:

boreal --> tundra --> ice sheet
~~
arid shrubland --> desert --> extreme desert

Having played these biomes myself, I must respectfully disagree.  "intended" by whom?

Intended in terms of how the biomes are ordered.  Not intended to be identical at a given tier (though if extreme desert lacked arable land it would be pretty darned comparable to ice sheet).

I have played all of the biomes too.  I dislike jungle the most.  Some biomes present challenge but that one presents annoyance :p.
Title: Re: Extreme Desert Challenge
Post by: b0rsuk on January 31, 2017, 04:53:49 PM
Quote from: TheMeInTeam on January 31, 2017, 03:38:41 PM
Intended in terms of how the biomes are ordered.

I started my sentence with "Difficulty wise...". You just didn't notice it.
Title: Re: Extreme Desert Challenge
Post by: TheMeInTeam on January 31, 2017, 05:21:57 PM
Quote from: b0rsuk on January 31, 2017, 04:53:49 PM
Quote from: TheMeInTeam on January 31, 2017, 03:38:41 PM
Intended in terms of how the biomes are ordered.

I started my sentence with "Difficulty wise...". You just didn't notice it.

True, my bad.  That said, I consider them pretty comparable UNTIL you get ice sheet vs extreme desert.

Regular deserts might (or might not) have year-round growing, just as Tundra might or might not have 20 day growing seasons.  Tundra often has 1000 or more extra wood on the map to chop before unpausing, more animals, and a lot more harvestable low-prep food (berries) to go with better arable land (sometimes even fertile soil!) or at least more of it.  On the other hand, desert tends to have longer growing seasons and less likelihood of food mismanagement getting you killed.

For these it just depends.  IMO boreal is among the easiest biome options in the game with the thousands of berries and good wildlife.

But with extreme desert having decent amounts of gravel and ice sheet having no natural growing season at all, along with exactly 0 wood instead at least a little, the ice sheet is a miserable place.  Livable with trade abuse or cannibalism for tribes, but that's about it.

Altered temperature to bake crops out of functionality does indeed put extreme desert in that territory.
Title: Re: Extreme Desert Challenge
Post by: b0rsuk on January 31, 2017, 05:34:26 PM
Quote from: TheMeInTeam on January 31, 2017, 05:21:57 PM
For these it just depends.  IMO boreal is among the easiest biome options in the game with the thousands of berries and good wildlife.

Doesn't Tynan live in Canada ?

Quote
But with extreme desert having decent amounts of gravel and ice sheet having no natural growing season at all, along with exactly 0 wood instead at least a little, the ice sheet is a miserable place.  Livable with trade abuse or cannibalism for tribes, but that's about it.

But it's not even very realistic. Inuit (a.k.a. eskimo) people can survive in such conditions. There's fish, and if you can't catch fish they support seals and polar bears. Rimworld ice sheet only has an occasional polar bear, a passing mufallo, arctic for or wolf.

A bit later on snow really helps with defense, but it makes initial construction an awful process. And good luck if you have a siege on a large map, you either make your colony under a mountain or... build mortars!
Title: Re: Extreme Desert Challenge
Post by: TheMeInTeam on February 01, 2017, 01:51:06 PM
How much of Inuit living space is ice sheet vs tundra as the game presents them is debatable.  Ice sheet as it's represented in the game is more like the conditions you'd see only in northern Canada (or the islands north of mainland Canada) or inland NE Siberia where the global average temperature is actually negative (most regions of the world, even ones that get pretty cold, have at least slightly positive average temp...ice sheets in rim world do NOT).  A more extreme ice sheet would better resemble somewhat inland Antarctica, where in the most extreme cases its climate is more survivable than say Mars, but not by so much you could actually live there.

The game is a bit more lax.  -100C is colder than subliming dry ice, and living/working in 70C also absurd, I don't care what you're wearing if it isn't a space suit or something :p.

The game's description of it is "The surface is covered with sheets of ice which can be kilometers thick."  There are not many parallels for that on Earth, but Antarctica is the closest, and there truly isn't that much going on that an Inuit could survive inland Antarctica.
Title: Re: Extreme Desert Challenge
Post by: eadras on February 01, 2017, 03:42:10 PM
I have a game going.  The outcome is certainly far from certain, but here's some highlights thus far.

Day 1:  One door and a roof for the nearby ruin.  One solar panel, two AC units, and one battery.  That's what's required to survive the first day in hell.  Doesn't sound too difficult?  Well, it all has to be finished by 1pm, or you'll collapse from heat stroke.  Good luck, and don't fail construction on anything.  (Lumi really could have had at least 5 construction - 3 is just sadistic).

Day 2:  A Wind turbine, and knock out a wall to build a 3rd AC unit.  A stonecutter's table, and start cutting stone blocks.

Day 3-6:  Cutting stone blocks and replacing the steel structure and flooring with stone.  This also results in a larger room, and another AC unit is necessary.  Had to deconstruct a nearby steel wall and haul it back.

Day 7:  A wanderer joins!  He's a depressive slowpoke.  Tragically, he died of heatstroke.  I could really use a cowboy hat, so I grit my teeth and set to work turning him into leather 

Day 10:  A pirate is attacking!  Hilariously, it appears to be a naked girl with a club.  She must be desperate.  I smacked her with the butt of my charge rifle, and locked her in a closet.  Her name is Element, and she's an optimist and a nudist, with some good skills in areas that I lack.  Maybe I can recruit her, but the odds are very low.

Day 13:  I've been making plans for a temperature controlled greenhouse.  It's a daunting project, but as there are no animals here, it's my only hope of survival.  Unexpectedly, Element joins on a <1% recruitment chance.  That's great, as she has good social, crafting, and research skills, all of which I'm awful at.  What's not so great is my limited rations dwindling twice as fast.  I've built a comms console and a trade beacon, hoping for a bulk goods trader to pass by and shower us with manna.  Also working on a high-tech research bench for Element to work at.  We're going to need hydroponics and pemmican ASAP. 

Day 15:  My brother Rattlen showed up today.  I thought he died in the wreck.  It's great to see him again, but I'm worried about how we're going to feed him.  He's a really good miner, which is a boon, as neither Element nor I can even lift a pickaxe.  He's also a greedy person, and isn't happy about having to share a room with us.  I've built us 3 beds out of marble... they aren't very comfortable, but they're better than nothing.  Rattlen said he spotted a Thrumbo while he was out mining!  A thrumbo, on this boiling hell of a planet?  I tracked it most of the day before it fell over from exhaustion, then finished it off and hauled it back.  We'll eat well tonight!

Day 16:  Mech raid!  It's only one scyther, but that's still pretty scary at this point, as we have no personal shields and only one charge rifle for ranged weapons.  I got in a few lucky shots with my charge rifle, while the scyther's return fire blasted a hole in the wall right next my head.  That was close!

Day 18:  We spotted an escape pod in the distance.  Way too distant.  Hopefully the poor person died on impact.  We've been dining on Thrumbo steaks for days, but they are starting to go bad.  I thought about setting up a small refrigerator, but we simply don't have the space or the resources.  Element made a couple of Thrumbofur cowboy hats for us, but her craftsmanship leaves something to be desired.  Still, it's better than nothing.

Day 19: An exotic goods trader is in orbit!  Unfortunately, they have no foodstuffs.  We sell the thrumbo horn and spare fur, and buy 25 components at an outrageous price.  This should be enough for us to get our greenhouse set up in the coming days.  The trader has 2 squirrels and a boomrat for sale, so we buy them, too.  Food is going to be a problem.

Day 20:  The Greenhouse construction was halted by a solar flare.  We locked ourselves in the room, hoping the solar flare wouldn't last long.  It got really, really hot in there before the flare finally ended.  That was scary - and a reminder just how tenuous our existence here is.

[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: jpinard on February 01, 2017, 04:01:49 PM
Quote from: SilentP on January 31, 2017, 11:30:28 AM
Silly question, but is there a way we can get these awesome challenges put on the Steam Workshop?

Yes this would be a good idea if the scenarios were official placed on Steam Workshop.

That being said I've downloaded and look forward to not lasting more than a day or two LOL.
Title: Re: Extreme Desert Challenge
Post by: XeoNovaDan on February 02, 2017, 02:28:06 AM
Glad to see people getting tucked into this, and our first story report!

I'll put the scenario up on the Workshop later on, but school's always a priority.

Thanks people :)
Title: Re: Extreme Desert Challenge
Post by: Hexejager on February 02, 2017, 12:05:43 PM
(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%201.jpg)
Day 1
After about 4 restarts finally figured out how to survive day 1. This is certainly the hardest day as by 55-65% heatstroke you are down and dead. Poor Lumi... So many deaths. Key is to utilize the nearby bunker as it has slots for coolers and a door. Build Solar Panel -> Battery first to start charging for the night then roofed and made it inside with 50% heatstroke. As long as you pass out IN your cooled building the temp will be around 80-90 degrees and you'll recover. Literally no room for a failure constructing as well as that equals extra time and extra time = death...

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%202.jpg)
Day 2
Now that Lumi is safe in her cooled hut, I brought the nearby supplies in and built a stonecutters bench to cut stone brinks while cooling off. Managing heatstroke is certainly the top priority as the temp outside is just brutal as you start cooking as sooner as you walk outside. Thankfully with two coolers its quick to recover. I build a silver bed to boost her mood as the pain from heatstroke plus anything else may be happening. I see things going from bad to worse really quickly when it does.

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%203.jpg)
Day 3
I decide that todays focus is to start working on the Beta site. Food is going to be an issue after a few seasons and I need to get some plants growing fast. I found a nearby rock with some gravel patches for potatoes and laid out a base design. Now the challenge is running over there, building and running back to cool off. Thankfully there are enough food rations to tide me over.

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%204.jpg)
Day 4
Sparkles, an NPC, joined my tribe. I had to think long and hard about keeping her. On one hand extra mouths will make food a pressing issue fast, but on the other hand she is a strong constructor and has research skill. Lumi on the other hand has a 0 in research. I decide to keep her and she actually made it to Alpha base before dying in the heat. Guess its meant to be!

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%205.jpg)
Day 5
Sparkles and I go hard to work. Unfortunately sparkles is not doing to well outside Alpha base. I really underestimated how valuable Lumi's duster is. Sparkes can go outside but she roasts really fast. I decide to have her haul stone blocks and make bricks for Beta base. Days 6-7 is collecting metal and had a raid band attack me. Easily the best part of the whole experience. Watching them gear up and charge Alpha Base, only to all pass out and die moments later. So funny - well not for them ;)

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%208.jpg)
Day 8
Oh crap, a Solar flare. Of all the random things this one I was dreading the most. Worst off is Sparkles who just got back inside after hauling brinks to Beta site. Lumi was inside and 100% cooled off. Well this is going to be a rough night. I restrict the two to the alpha base and enjoy the cooled air as long as it lasts...

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%209.jpg)
Day 9
Well that went horribly bad. Lumi and Sparkles both passed out from the heat in Alpha base as I prayed for the flare to end. Sparkles hits 100% heatstroke and is cooked alive. Lumi went to 90% heatstroke and the flare ended. 96% by the time the room cooled. Too close... I buried Sparkles out front. RIP.

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%20-%2010.jpg)
Day 10
Beta base is more or less ready to go. Toren arrived, running from raiders, and I decide to let him stay. More because I want to see if he can survive the night in Beta base. My worry is with two coolers and a bigger sq footage, it won't cool down enough. The raiders die another hilarious death, they didn't even get close to the base. Toren made it, but was almost dead. I turn everything on, and Toren bunks in for the night.

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%20-%2012.jpg)
Day 12
Ok so 3 coolers are needed. Toren dead, whoops. Well issue resolved and Lumi moves into her new base and starts planting crops. Getting a little worried about food as I am down to ten rations and make the call to save those and butcher toren and made 10 simple meals from him. Lumi is very happy so a little human flesh won't dampen her spirits to much. The next 5 days I plan to finish hauling supplies over, work on the 2nd layer of the wall (keep cold air in better is the thought), build the 2nd battery, and generator. I have to mine more metal though as I am out once again.

(http://i396.photobucket.com/albums/pp43/hexejager08/Desert%20Scenario/Day%20-%2017.jpg)
Day 17
So upset with myself. Lumi died from my being careless. I prioritized things wrong and didn't realize my error until it was too late. I build the second battery and the sun lamp, but should have build the 2nd solar panel. Gawwwh! I forgot the strain my 3rd cooler was putting on the power grid and was happy mining when battery juice went dead and then i realized my mistake. Lumi promptly passed out and died.

Overall it was a fun adventure. I wish day 1 wasn't so brutal and Lumi had higher than a 3 construction as one failure means you are starting over. Past day 1 I had alot of fun and tempted to try again as I am so mad I let something trivial end the scenario. I am by no means an expert on Rimworld, but did this for fun.

One question though for the community - what temperature do potatoes need to be at to grow? I assume they would die in heat so enclosed them all. Is that necessary? I didn't want to take the extra risk of wasted time.
Title: Re: Extreme Desert Challenge
Post by: CptEgo on February 02, 2017, 12:07:05 PM
I have a question related to this, what would be the best way to survive a cold map? I'm on a map, with 0 wood, and almost no animals for food, except for a single snow hare on occasion. I am going for the indoor growing thing research, but my best resarcher is 3 and theres no food so he's getting mad as hell. What are your tricks for the fastest way to get some food production started on extreme maps?
Title: Re: Extreme Desert Challenge
Post by: eadras on February 02, 2017, 01:16:51 PM
Chapter 2 for my merry band of castaways - "Hanging on by the skin of our teeth"

Day 21:  We saw some cargo pods falling in the distance!  It was an exciting feeling, until we saw that it was only marble blocks, and on the edge of the map, at that.  We managed to finish up the greenhouse, with 5 coolers and a sunlamp.  Temp seems to be holding reasonably well.  We added a solar panel and a third battery, hoping to charge one up and set it aside for emergencies.

Day 22:  Planted potatoes in the greenhouse gravel, and built a second wind turbine.  We butchered and ate the boomrat and squirrels.  From here out we'll have to go on strict rations.  Element finished researching hydroponics.

Day 23:  There is an eclipse this morning.  Our power reserves are limited, so we decide to forego turning the sun lamp on.  3 Hydroponics installed, and sown with rice.  It looks like they will be ready before the potatoes.  We're hungry now on half rations, in addition to being hot beyond description, and sleeping in close quarters.  Rattlen is complaining constantly and may break at any moment.  He has been mining distant steel ore veins like a champ, though.  The eclipse drags on and on into the evening, and the wind dies down to nothing.  Our batteries drain down to only a few percent reserves, and we fear this may be the end... when a sudden breeze picks up, and we are saved... by the skin of our teeth!

Day 24:  The eclipse drags on until nearly noon.  27 or 28 hours?  Unbelievable.  Finally the sun makes a grand return, and a strong breeze helps to recharge our flagging batteries.  We're going to have Element research geothermal power as soon as she finishes the multi-analyzer.  We're working on thickening the walls to provide better insulation, as the temperatures continue to climb.  Today the thermostat topped out at 232F, and it's not even summer yet...

Day 25:  A pirate merchant ship passed by overnight.  They had literally nothing we could make use of, and weren't buying anything we had to sell.  We spotted some more cargo pods, not too far away.  Simple meal x9!  Brilliant timing, as we were down to only a few days worth of rations.  The first of the rice is ready to harvest - that was fast.

Day 26: More cargo pods! This time, it's Fine Meal x11!  It never rain, but it pours.  We'll take it.  We're planning more coolers in addition to the thicker walls.  There's no telling how hot it's going to get, and we may be stuck here for some time.









[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: TheMeInTeam on February 02, 2017, 01:45:14 PM
Quote from: CptEgo on February 02, 2017, 12:07:05 PM
I have a question related to this, what would be the best way to survive a cold map? I'm on a map, with 0 wood, and almost no animals for food, except for a single snow hare on occasion. I am going for the indoor growing thing research, but my best resarcher is 3 and theres no food so he's getting mad as hell. What are your tricks for the fastest way to get some food production started on extreme maps?

Before you get hydroponics + other advanced tech, you're stuck with cannibalism or trade.
Title: Re: Extreme Desert Challenge
Post by: Thyme on February 03, 2017, 02:52:29 AM
Quote from: TheMeInTeam on February 02, 2017, 01:45:14 PM
Quote from: CptEgo on February 02, 2017, 12:07:05 PM
I have a question related to this, what would be the best way to survive a cold map? [...]
Before you get hydroponics + other advanced tech, you're stuck with cannibalism or trade.
You might want to have a look at the Sea Ice Community Challenge (https://ludeon.com/forums/index.php?topic=28853.0). I've learned a lot from reading it and will try that soon. It covers all the neccessary things for survival: Base design, heating, priorities of stuff, ...
Title: Re: Extreme Desert Challenge
Post by: eadras on February 03, 2017, 08:20:00 AM
Quote from: Hexejager on February 02, 2017, 12:05:43 PM
One question though for the community - what temperature do potatoes need to be at to grow? I assume they would die in heat so enclosed them all. Is that necessary? I didn't want to take the extra risk of wasted time.
Plants don't seem to die from the extreme heat, but they won't grow in it, either.  You were correct to plant your potato garden indoors.

My colony is still alive, for now.

Day 27: There's been no wind all day, and our batteries are flagging somewhat.  We turned the sun lamp off early to be safe.  Then, just before sundown, a fault in a circuit caused an explosion, expending all of our battery reserves.  We turned off everything except for a few Ac units and sweated it out through the long night.  We lost the hydroponics, but the potatoes survived.  We really need a spare charged battery...

Day 28:  Our power situation is beginning to improve, when we spot a group of tribals in the distance.  They mill around for a few hours in the blistering heat, then begin to rush us.  They made it about halfway before collapsing from heat stroke.  We rescued two who were still alive, with the hope of making peace with their tribe and preventing future suicide attracks, but the language barrier was significant.  We released them, then made their dead comrades into a new duster for Rattlen.

Day 29:  We made some "people pemmican" today, and moods are quite low as a result.  The potatoes are almost in, so maybe we won't need to eat it for long, but it's better to be safe and not waste anything in this place.

Day 30:  Yet another wanderer joins.  We were tempted to turn her away, because we just don't have room, but she's just a kid.  Calls herself Bunchie.  She also seems enthusiastic about our "people pemmican", so we figure she can eat that while we eat baked potatoes.  We really need some bedrooms, but the power situation isn't going to allow any more expansion until Element finishes researching Geothermal - which has been brought to a halt by... power shortages.

Day 31:  We got a transmission from a self described "political activist" whining for protection from some pirates who were chasing him.  At the same moment, two drop pods appeared, and a pirate raid was upon us.  No one really likes political activists anyway, so we ignore his plea and turn our attention to the two pirates with personal shields who are attacking us.  It's a bloody fight, with Rattlen and Bunchie taking a bunch of small cuts and bruises, but nothing too serious.  We captured one of the pirates, and he appears to have a bionic eye.  That would be valuable, but we don't have anyone skilled enough to remove it.  Not sure what we're going to do with him.

I'm not really sure where to go from here.  I guess transport pods are the only way out of here, but getting enough fuel is going to be a problem.   I wish the storyteller would stop throwing new colonists at me.

[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: taha on February 03, 2017, 09:27:48 AM
QuoteI'm not really sure where to go from here.  I guess transport pods are the only way out of here, but getting enough fuel is going to be a problem.   I wish the storyteller would stop throwing new colonists at me.

You know you can make fuel from human meat, right?

As in "new colonists chopping humanlikes till they die from heat".
Then use the meat pieces to make fuel.
Title: Re: Extreme Desert Challenge
Post by: TheMeInTeam on February 03, 2017, 10:49:28 AM
Quote from: Thyme on February 03, 2017, 02:52:29 AM
Quote from: TheMeInTeam on February 02, 2017, 01:45:14 PM
Quote from: CptEgo on February 02, 2017, 12:07:05 PM
I have a question related to this, what would be the best way to survive a cold map? [...]
Before you get hydroponics + other advanced tech, you're stuck with cannibalism or trade.
You might want to have a look at the Sea Ice Community Challenge (https://ludeon.com/forums/index.php?topic=28853.0). I've learned a lot from reading it and will try that soon. It covers all the neccessary things for survival: Base design, heating, priorities of stuff, ...

Super cold special-settings sea ice is different from priorities on ice sheet, even more so if the latter is tribal.

In that challenge (and this one) you will die very quickly w/o immediately prioritizing shelter.  On a standard ice sheet start you can go entire first night outdoors in starting clothing, be it synthread or tribal garb, and live through it.  Very different priority and urgency.

I made my own thread about tribal ice sheet starts on extreme difficulty on reddit, reasoned out the challenges.  Not many comments offered new information, but the gist is until you can actually grow food, you have to abuse trade, rely on cannibalism, or repeatedly raid for supplies/leave to regenerate them. 

For new arrivals tech with rich explorer story, you can gain the ability to grow food before you exhaust your supply.  For other starts in the ice, food is your one true bottleneck priority and if you don't immediately address it as a source, long before hydroponics are possible, you will die.
Title: Re: Extreme Desert Challenge
Post by: eadras on February 03, 2017, 11:33:30 AM
Quote from: taha on February 03, 2017, 09:27:48 AM
You know you can make fuel from human meat, right?

As in "new colonists chopping humanlikes till they die from heat".
Then use the meat pieces to make fuel.

I did not know that.  I actually haven't used transport pods or fuel production yet, although I have them set up in my other colony.  Thanks for the tip. 
Title: Re: Extreme Desert Challenge
Post by: eadras on February 03, 2017, 05:07:43 PM
Well, I just found out that the transport pods have a max range of 66 tiles.  Even if we can load enough steel and fuel for a multi-launch, that isn't going to get us to the journey destination or the north pole (where temps are almost earth-like, albeit Sahara desert conditions).  So I guess the goal is building a spaceship.  Researching deep drilling now, since we'll need plasteel and uranium.  We had another thrumbo, some large and hilarious tribal raids that all died from the heat, and one very scary solar flare.  A character named Rose fell in an escape pod, so we rescued her, and she joined up.  Overall the challenge and danger seem to have passed, as raids are mostly futile unless they rush immediately, and we have geothermal now which stabilized the power situation.  It's just a grind to build the spaceship now.



[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: Zhentar on February 03, 2017, 09:33:46 PM
Quote from: eadras on February 01, 2017, 03:42:10 PM
Day 1:  One door and a roof for the nearby ruin.  One solar panel, two AC units, and one battery.  That's what's required to survive the first day in hell.  Doesn't sound too difficult?  Well, it all has to be finished by 1pm, or you'll collapse from heat stroke.  Good luck, and don't fail construction on anything.  (Lumi really could have had at least 5 construction - 3 is just sadistic).

Wow, you weren't kidding about the construction failure. Failed on the door, and Lumi ended up collapsing 3/4s of the way through building the second cooler.
Title: Re: Extreme Desert Challenge
Post by: Zhentar on February 04, 2017, 02:09:04 AM
Day 21: Still have ~4 days of food. Have been lazily setting up a freezer; I'll probably finish it & a stove tomorrow. Muffalo wool fell from the sky; a couple muffalo wool cowboy hats will make the temperature a bit easier to deal with.

Kind of disappointed with how easy it's been so far. I've had a couple bouts of carelessness; both colonists have had to be rescued twice, but with the slow progression of the heat stroke and reasonable movement speeds, neither has come close to death.
(http://i.imgur.com/QbwlQd8l.jpg) (http://i.imgur.com/QbwlQd8.jpg)
Title: Re: Extreme Desert Challenge
Post by: DanielCoffey on February 04, 2017, 02:25:44 AM
eadras - excuse the question but do you not get heat leakage through the diagonal below the four coolers in the north bedroom with the comms equipment?
Title: Re: Extreme Desert Challenge
Post by: jmababa on February 04, 2017, 02:38:45 AM
My a15 colony last year survived like forever this is the easiest biome extreme desert to survive on no sickness, no winter but you'll have weired shapped farms on side of hills or mountains like i did way back. Doing Sea Ice with fishing mod very easy biome even caveworld biome mod is harder than sea ice and extreme desert and even temperate forest got harder with higher chance of sicknewss in a16. In A15 it was lower chance
Title: Re: Extreme Desert Challenge
Post by: jmababa on February 04, 2017, 02:54:20 AM
Quote from: Zhentar on February 04, 2017, 02:09:04 AM
Day 21: Still have ~4 days of food. Have been lazily setting up a freezer; I'll probably finish it & a stove tomorrow. Muffalo wool fell from the sky; a couple muffalo wool cowboy hats will make the temperature a bit easier to deal with.

Kind of disappointed with how easy it's been so far. I've had a couple bouts of carelessness; both colonists have had to be rescued twice, but with the slow progression of the heat stroke and reasonable movement speeds, neither has come close to death.
(http://i.imgur.com/QbwlQd8l.jpg) (http://i.imgur.com/QbwlQd8.jpg)

Try farming outdoors on side of mountains you'll have more food than that . I can see rich soil on your pic on side of mountain
Title: Re: Extreme Desert Challenge
Post by: taha on February 04, 2017, 03:48:42 AM
Quote
Try farming outdoors on side of mountains you'll have more food than that . I can see rich soil on your pic on side of mountain

Dude, the main idea is to play the challenge in vanilla game, no mods. Do you even read the posts? As for your advice, Is 38 C inside under mountain with cooler, that means ~75 C outside. Farming outdoors is not an option.
Title: Re: Extreme Desert Challenge
Post by: Zhentar on February 04, 2017, 11:16:21 AM
75C? No, it's 109C outside.

I would've gone for gravel patch potatoes if there's been a larger gravel patch next to an overhead mountain area. But there wasn't and I was making good progress on research (I only had enough clothes for one colonist to leave the starting hut, so Lumi was researching all day long) so I picked the overhead mountain for easier cooling and solar flare safety.
Title: Re: Extreme Desert Challenge
Post by: Sola on February 04, 2017, 01:06:17 PM
First thoughts:
-3 construction is garbage.  It takes far too long to load the world to simply die to RNG.


Day 1: Fail to construct door.
Fail to construct cooler.
Fail to construct solar generator.
Lumi collects heatstroke and dies on day one.  That 13% fail chance feels quite a bit higher than the game lets on.

Run 2:
managed to finish a solar generator, two coolers, and a door without failing to construct anything.  The room begins cooling off  just as Lumi collapses.  Everything's kosher, though, as she gets back up without any serious injury, while the room hits a habitable temperature.

Forgot to make a battery, though, and I let her run around outside to haul some things.  She does not survive the night.

Run 3:
Fail to construct solar generator, Lumi gets cooked on first day.

Run 4:
Day 1, 7th of "winter": Finally, everything built the first time.
Instead of building a door, Lumi gets boxed in a steel room and simply idles the first night.

(http://image.prntscr.com/image/1637dcf1ecb2450085ae66fd089ad587.png)

Day 2: Lumi gettin' her craft on.  All the rocks around serving for a really good source of building materials.

Day 4: Hour 15, working on expanding my house, collect 55% heatstroke, aaaaaand the battery breaks down.  Forbid the doors and pray!  Lumi does not survive the night.

Run 5: Fail to construct solar generator.  Lumi dies.

Run 6: Fail to construct cooler and silver wall.  Lumi dies.

Run 7: Fail to construct battery.  Run inside and hope it's cool enough to survive the first night.  It's not.

Run 8:
(http://image.prntscr.com/image/2f849bfb6cdd4ec48e7be9f3ce3ad7ee.png)


I'm done with this challenge.  I've spent more time waiting for the game to load than I have actually playing.
Title: Re: Extreme Desert Challenge
Post by: eadras on February 04, 2017, 06:12:17 PM
Quote from: DanielCoffey on February 04, 2017, 02:25:44 AM
eadras - excuse the question but do you not get heat leakage through the diagonal below the four coolers in the north bedroom with the comms equipment?

It's my understanding that heat doesn't leak diagonally, but I could be wrong.  It doesn't look great, but 4th cooler was added in as the temperature increased and I need more cooling.

My colony is still alive, over a year in.  The temperature has steadily increased, with daytime highs in the 250-255F range, and nighttime lows only reaching 230ish.  We have 6 people now, and we've had one rough raid from pirate sappers, and several challenging mechanoid groups.  Ratten survived the plague with some help from penocycline we got out of a drop pod.  It's been well over a year since the last trade ship passed by (the pirate ship that had nothing I wanted), which has prevented me from starting work on the spaceship, but the tech is coming along nicely.



[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: XeoNovaDan on February 04, 2017, 06:32:13 PM
Just popping in to say thanks to those who are participating in this challenge so far!

Plenty of discussion going on, stories unfolding (as is the point of RimWorld), and yeah... keep surviving!
1,001 views too, as soon as I noticed!

Even stories of the climate cycle unfolding... 122°C temperatures are certainly no joke if you're out in the elements, as even camelhair dusters and cowboy hats will struggle to protect you from that, if normal or worse quality.
Title: Re: Extreme Desert Challenge
Post by: eadras on February 04, 2017, 06:46:06 PM
Yeah the temps are unreal.  Forays out of the base have to be kept to a minimum.  I had to rescue the nudist several times when she wandered off to haul something when I wasn't looking...  my living area didn't turn out well, it is way too large and wastes a lot of energy.  I wasn't anticipating the temps ramping up to such extremes.  Here's a photo of the pirate sappers in my base.


[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: b0rsuk on February 05, 2017, 05:23:12 AM
You know, this challenge would be fascinating if Rimworld had proper sunburn and sun modelling. Deserts are very hot during day, but chilling at night. You could survive by opening an ancient danger room, killing the guards, kicking some poor fellows out of cryosleep caskets and staying there until night.
Title: Re: Extreme Desert Challenge
Post by: Hans Lemurson on February 05, 2017, 05:53:54 AM
Shade should actually made a difference for your personal heat level, not just ambient air temp.
Title: Re: Extreme Desert Challenge
Post by: eadras on February 05, 2017, 02:08:18 PM
15th of spring, 5501.  The previous hottest temp we'd seen was 125C.  That's no laughing matter, but our base was designed to mitigate it and keep us alive.  Today the temperature broke the record by 9am, and by noon it was 130C.  At 4pm it hit 135C, and we were in desperation, as our base heated up over 60C.  I decided we had to wall off half of our living area, trapping the cold air from the 13 coolers in half the space.  It worked, but then we had a mech raid.  The mechs themselves are dangerous enough, but the real enemy is the heat we have to fight them in.  The heat and the firefighting duties pushed us all to the brink of collapse, but we staggered back into our 28C living space and fell into an exhausted sleep.  At least for today, we survived.  Our chances of making it off this planet are looking more and more grim, however.  Without any trade ships passing by, we have no way to acquire uranium or plasteel to construct a ship.  We'll just have to take it a day at a time and... hope.


[attachment deleted by admin due to age]
Title: Re: Extreme Desert Challenge
Post by: Hans Lemurson on April 21, 2017, 03:20:36 AM
I was just dabbling at this challenge again, and I got a pretty reasonable start, but 1 year in I got a Solar Flare in the middle of a Centipede-raid while it was 130C outside.  Turns out the Centipedes weren't necessary; everybody died of heatstroke.

Maybe if I hadn't been using the "Nerf the Overpowered Wool" mod, things would have gone more easily...

I think Zhentar's mountain approach may be the way to go.  Mountains can give you some mighty good insulation.
Title: Re: Extreme Desert Challenge
Post by: XeoNovaDan on April 21, 2017, 10:12:56 AM
Yeah, this is balanced around vanilla schnazzers
You need passive coolers for solar flares :P
Title: Re: Extreme Desert Challenge
Post by: Hans Lemurson on April 21, 2017, 01:51:21 PM
Quote from: XeoNovaDan on April 21, 2017, 10:12:56 AM
Yeah, this is balanced around vanilla schnazzers
You need passive coolers for solar flares :P
Passive coolers!  Why didn't I think of that?  How big a room can they provide a 50 degree delta-T for?
Title: Re: Extreme Desert Challenge
Post by: eadras on April 21, 2017, 07:28:24 PM
Quote from: Hans Lemurson on April 21, 2017, 03:20:36 AM
I was just dabbling at this challenge again, and I got a pretty reasonable start, but 1 year in I got a Solar Flare in the middle of a Centipede-raid while it was 130C outside.  Turns out the Centipedes weren't necessary; everybody died of heatstroke.

Maybe if I hadn't been using the "Nerf the Overpowered Wool" mod, things would have gone more easily...

I think Zhentar's mountain approach may be the way to go.  Mountains can give you some mighty good insulation.

That's what eventually killed my little colony, about 2 years in.  5 centipedes, all with inferno cannons.  There's no way to kite them when it's 125C outside.  The lack of uranium on the map, and lack of bulk goods traders, was the real problem, though.  Their demise was only a matter of time since there was no way to complete the ship.

The wool dusters certainly are overpowered, but it's very difficult to acquire any wool in this scenario, unless you got lucky with bulk goods trade ships.  I think I managed to make 2 dusters from drop pod wool.
Title: Re: Extreme Desert Challenge
Post by: Hans Lemurson on April 22, 2017, 05:47:24 AM
I should just pretend "Wool" is a name for a magical space-age super-insulating material.