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Messages - Katorone

#1
Video / Re: Rimworld Alpha 11 Let's Play
June 15, 2015, 03:11:26 PM
Just hoping the luck you're having doesn't bite you in the ass! :D
Your colony is off to a great start, that's for sure.

Oh btw, you can now rip out floors, so it might be fun to play around with carpets anyway.
#2
Ideas / Re: Sarcophagi
June 15, 2015, 01:49:46 PM
For those of us who like to burn corpses... Could we build some kind of memorial plaque or something? :D
#3
Lovely!
Seems you're off to a great start!  I'm not sure if you have a pawn that dislikes heat, but if you do, make sure to give him the cowboy hat your researcher is wearing. :)
#4
Video / Re: Rimworld Alpha 11 Let's Play
June 15, 2015, 11:54:51 AM
What are you goals?  Any challenges?  Any mods?  Or just playing and seeing where the story takes you?

Edit: watched your latest episode.  Don't worry so much about the drop pod raids, you can guide where they land.  They'll always land near your oldest trade beacon.  So deconstruct your beacons, and make an enclosed one (not sure if a roof matters here) near your turret wall or even outside the funnel.  Then reconstruct your original beacon.
#5
Suppose a zombie is 100x stronger than a squirrel, they'd make very quick work of doors!
#6
Except that it will spoil eventually, unless you freeze the cell.
#7
Thanks for the shoutout :)
TIL you see the weapon range when you select it on a colonist. :)

I'm a bit worried you're overextending your base though.  You have a lot of powergen already with the solar panels and turbine.  By investing too much in buildings you don't need yet, you run the risk of gaining too much wealth and attracting bigger raids than you can handle right now.  Also be careful with food.  Don't grow too much, or you'll have the same problem.

My advice would be to look at efficiency in these areas (food & power production) so you have a little bit more than what you need.  For food it depends if you want to make it your main source of income or not.  Every plant you harvest gets planted, moved and stored.  If it ends up rotting because the freezer is full, you've waisted a lot of time the pawns could have been mining or building.

You have 4 colonists but would want to produce 5-6 meals/day (to build up some reserves in case of blight, prisoners or a new colonist).
For potatoes: growing time 3 days, yield 4 potatoes.  So you'd need 3 days * 6 meals * 10 potatoes / 4 yield = 45 plants.
You have 90, not including the strawberries and hunted animals.  (Do double check these values though, I'm going from memory.)

Concerning hunting, it's something I don't do unless I absolutely need to.  Every leather comes from nothing and also adds to the wealth score of your colony.  But again, it really depends if you're saving up for something.  Me, I'd rather put these wealth points in defences at the start of the colony.
Just a different view on things, if you play it differently, I respect that a lot.  If I wanted to watch someone play the way I do it, I'd just play the game myself instead.  :D
#8
Quote from: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
You can!  You can create another network and use the bridge thingy to make sure they don't connect to each other when intersecting.
#9
My pleasure!  It's a fun series.
#10
Awww... I was kinda rooting for canibalism!
BTW, why didn't you start your base in the north, between those two vents?  Seems to me there would have been heat to spare, and you could have used some soil to start off a farm a lot sooner?
#11
Looking forward to your next episode!
#12
Bugs / Re: raidersfiring several vollies of rockets
June 13, 2015, 01:40:15 PM
Perhaps he's hoping for splash damage?
#13
Fun LP, will tune in again. :)

A few remarks...
Your power problems will really be solved once you build a battery or two.
Never put prisoners in a stockpile room.  Your colonists will ignore all resources in that room.  That's why your colonists are starving. :)
#14
Insightful, thanks!
While I have 1 intake for every 10 outlets I do notice that there's some kind of temperature loss inside the pipes.  Could you confirm?
Heating room set to 20°C, network temperature set to 15°C, rooms heat up to ~13°C (total of 4 intakes and 40 outlets).  Though another factor could be that I needed to add more outlets in the hallways, I'm really not sure.  Can't really go back and check that colony, but I'll continue testing with my current one (if I ever survive this 5th raid in a row... Randy has sent a mechanoid squad to finish me off.)
#15
Ideas / Re: New Food Preservation system.
June 13, 2015, 08:49:47 AM
How about adding a dehydrator workbench to dehydrate fruit and meat?  Perhaps even add fruit trees that require some years to grow before they yield any fruit.