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Messages - Riftmaster

#16
General Discussion / Re: Chill out issues
February 21, 2015, 02:59:52 PM
I usually have a large freezer, and I normally build it with insulation around, to prevent heat entry and  cold escape (to some degree...heh)

Last freezer I built had 3 coolers venting into a 3x1 walled in roofless area inside the cooler...with the cooling squares at the 3rd row of the large cooler...probably 7x15 or something.

I didn't realize it, but after reading this that's probably why it worked - that and it was several rooms away from the outside.

#17
General Discussion / Re: Cryo pods missing?
February 21, 2015, 05:01:53 AM
Ah, thanks.

I wondered where they went.
#18
General Discussion / Cryo pods missing?
February 21, 2015, 04:51:18 AM
So I've started a few A9 games now, and thus far I have yet to see cryo pods sitting in their ruins like I did in A8...I kinda liked those, as they occasionally threw an unexpected wrench into either my plans or some raider's plans.

What happened to them?
#19
I'm not sure how Rimworld handles this sort of thing, but regarding the "Add Resources and Equipment" page of this mod...

It would be nice if you could click on an amount field (for a given item) and type in the number - repeatedly clicking the arrow to the left or right of the amount is somewhat tedious.

For example I tend to drop most of the wood resource out of default, because I can always chop down trees (so far I haven't played ice sheet or places where stuff has many issues growing).


Edit:  Also, the colonist age - especially for the chronological age, as that could be really high in some scenarios you might want to play (like, for example, some kind of STL/cryo colony ship survivors?).
#20
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
February 21, 2015, 02:45:54 AM
Other option on poll:

Suggestion 1:  some mechanism to extract oil from the grown plants, which can then be used as a component of some form of medicine - something like herbal medicine except slightly improved?

Suggestion 2:  A structure that can process the harvested plants into fuel of some sort, which can in turn be used in yet another structure (a power plant).
#21
Sweet, A9 version is out.  Now I can tweak things at start, game doesn't feel right without it somehow.

Downloaded.
#22
This seems like a simple and very useful mod.

I must try it.
#23
In A8 I commonly used small fan + small heater in my individual colonist rooms - thus keeping my colonists happy and comfortable when sleeping, so long as there was power.

Edit:  Be interesting to see how that changes with the A9 updates.

Must test.
#24
I'm wondering if this could be used to remotely open a powered door.

For trapping invading armies in a kill-room or some such.
#25
General Discussion / Re: Bunkers
December 14, 2014, 05:36:07 AM
They'll just break down a wall to get in, I think.
That or drop-pod in behind the wall.

Best option is to build a kill room at the only entrance to your base - lots of turrets, one entrance that funnels them into a crossfire...
#26
I've beaten some by alternatively peeking colonists out of  multiple hard cover areas (as in, rocks, no LOS) to fire at them, ducking back in just before they fire.

Usually they retarget and start their charge time again.

But it's much easier to lure them into an ambush - say gather a bunch of colonists behind a rock wall, forcing the scythers to come around a corner a close range.  Might lose a couple.

I use the first tactic on centipedes as well...usually it works best if you have 3-4 cover locations and can force it to target one area, then another, never getting a good shot.

That's for taking out scythers and centipedes with just colonists.  And it helps to have better weapons...

I also once dmged a couple by blowing up the ancient ship section they were sitting next too...heh
#27
General Discussion / Re: So Ancient Cryosleep pods
December 14, 2014, 05:21:09 AM
So far have opened one room with 3 pods in it.
Got 1 dead, 1 incapped non-hostile, and 1 enemy.  Also 4 megascarabs

I had prior to opening these walled off the room and placed turrets in it.

The hostile was incapped as well, the scarabs beat up my colonists a bit but got killed (later eaten) and now the 2 surviving sleepers are members of my colony.

One of them was even wearing power armor, so that was nice.  Also 2 uzi's, quite handy.

It helped that earlier a visitor joined my colony and had a lee-enfield...more firepower for killing those damn scarabs.

But the turrets were quite helpful.

I'm thinking if there's a really large room I may just place turrets all around, wall it off, then have a colonist pop one of the pods and sprint for the door...:D
#28
Regarding refrigeration/freezer room for food storage

I've found that if you put a small connecting hallway outside the door to said room, it only vents cold air into that small space, but not the rest of the base (because the freezer door is closed before they open the door to the rest of the base/outside/whatever)

Basically an airlock type deal, except the doors aren't really interlocked (as in, only one open at a time).

Usually my single cooling unit facing outside can keep the room at 20-25 F easily when set at 20 F. 

A side note...if you're in an area that tends to be cold, you may want to place a second cooling unit with it's exhaust facing inside the base, and switch between the two depending on outside weather...since the cooling exhaust is basically a heater...

Also regarding individual colonist rooms, I've found that if you cool the corridors/halls that individual rooms are connected too, they normally stay about 3-5 degrees warmer than the halls...
#29
Pretty sure the steam vent (or geothermal plant) produce huge amounts of heat.  At some time in the past I had a closed place (had just walled it off while building base) with a steam vent in it, and the temp in there was about 150 F in a few mins

I expect some types of things catch fire if it's hot enough...
#30
Currently for food preservation I wall off the food storage area (and herbal meds cause they decay as well), placing a cooling unit in the wall pointing outside, and set the temp to below freezing (usually 20 F).

So long as I have power nothing in that room spoils, and eclipses/solar flares have so far not lasted long enough for it to spoil - it just starts decaying and then refreezes when power comes back.