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Messages - Veneke

#1
Quote from: RawCode on August 17, 2018, 03:37:38 AM
...
Waiting for caravan or trader (without zero ways to effect such event) and praying RNGesus is not okay.

You can call an exotic goods trader from an ally, which will often have 1 - 3 advanced components. RNGesus is needed for many things in Rimworld, but not the fab bench.
#2
Quote from: dearmad on July 21, 2018, 06:24:45 PM
OP you don't mention difficulty level. So your complaints about how things scaled up doesn't have much to do with RNG, it has more to do with how difficulty of the challenges scale.

I don't think he's complaining about the challenge he faced (7 colonists vs. 3 mechs and 7 colonists vs. 14 raiders), he's pretty clearly saying that in two gunfights he lost an unexpectedly large number of body parts.

It's the same issue that Namsen raised here.
#3
I really need to stay on top of posting here!

We get some windmills and farms going. Things are beginning to come together!


Time to get the battery room and a variety of workshops set up. We can't make much use of them yet, but they're ready and waiting for some people to come along with the right skills.


We encounter a little bit of difficulty bringing in enough crops and meat to keep everybody fed. We'll need to resolve that asap.


A wild siege appears! We promptly snipe it into submission.


Smokeleaf! Now if anybody starts feeling down, we can just get them really high. :D


We got a bit distracted but the workshops are now finally done (more or less).


Just having the one entrance is not ideal. Plans are put in motion for a new entrance to the north, as well as an expanded northern perimeter wall.

#4
With the weather clearing we start looking to expand our small herd of animals. Some chickens would do nicely.


Unfortunately the nearby settlements don't have chickens. We have muffalo though, I guess...

#5
Spring arrives, and we've survived our first year on this rim world. All things considered, we've made good progress and should be looking at base expansion and getting our workshops set-up over the coming year.

#6
We tame some Muffalo, and are promptly assaulted by a herd of cats. Which are sold at the earliest opportunity. :D


With a respite between attacks and incidents of all kinds, we focus on finishing off some ongoing constructions.


The last major adjustments are made to the kitchen area. We still need to do the finishing touches like flooring, artwork, proper zoning, etc but it's sufficiently developed for now to move on to more critical tasks.

#7
10 Angry Alphabeavers... or as I like to say, "Oooh, free meat!"


We're nearly finished this stage of construction. Nearly. ... we need more people.

#8
Some manhunting wargs turn up. So we head inside to wait them out. In the meantime, a heavily armed trading caravan passes through and promptly kills them for us. Yay.


A nearby tribe has found a working television. Bully for them. They don't know how to use it though, and seem happy to trade it for a couple hundred berries. Time to watch some reruns!


Winter arrives, and we have to handle some would-be colonists.

#9
Our hunter is a night owl. No bother I thought, and promptly set him up to work throughout the night and sleep during the day. Ever tried hunting in the dark? It's a slow process, especially if the target is small, sleeping, and hiding behind a bush.

#10
I make an absolute mess defending myself from a wild goat. It's pretty embarrassing, and not the funny kind...


We sort out the freezer and the greenhouse. At the very least now we should have food sorted for the winter and beyond.


Mitch's mother needs saving, but she has a luciferium addiction. Save, ignore, or rifle her pockets for the expensive drugs and sell 'em?

#11
We're forced inside by some wandering rabid wargs. Thankfully a trade caravan comes along and blows them away!

#12
We get our planning more firmed up, and rethink one or two sections. Mitch also starts towards a quick trip down to a nearby settlement that will hopefully have some penoxycline to keep our lads up and running against any random diseases.

Click the image for episode 3!
#13
With so few hills and lots of open plains around us I take a little bit to figure out how we should plan our settlement going forward. Houses (well, single-room houses!) for everyone, some walls in obvious places to the north, and a somewhat open-ended question on how to handle entrances and the roads to our south and east.

Click the image to go to episode 2

#14
Back at it, this time for a more traditional playthrough in A17. We start in a pretty nice spot though, caught at a junction between an old asphalt road, a new stone road, and a river. Should make for an interesting challenge.

Two people find love in our first episode, and we get ourselves remarkable well sorted for our first day on this rim world.

Click the image to go directly to episode one.
#15
Quote from: Tynan on May 15, 2017, 05:55:07 PM

Revert "Fix: Players could accidentally generate a 5%-coverage planet if in dev mode."

Looking good as always, I just wanted to say thanks for reverting this change. I was worried that the 5% coverage was going away for good. Very happy to see the island maps again.