Interesting seeds

Started by Illusion Distort, August 03, 2016, 09:40:28 AM

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Illusion Distort

Hello, I was wondering if we here at the forum have somewhere to post or lookup interesting seeds. (This covers super hot, super cold and just odly shaped worlds)

I want to play a cold azz map, and i remembered someone talking about getting a map with -93 C at max. I would like to collect a few seeds that could generate a cold map like this.

Illusion Distort

Found one with -87 C

Seed: persecution

bchbum16

I found a map that has an ice sheet block with -128 F in the winter, don't remember what the average is. I had been looking for a cold seed and was tired of pressing random so I started going through the alphabet! The seed is called "c". I have found colder seeds in past alphas but no such luck yet with alpha 14.

EDIT: Just realized that you said Celsius! Which would mean your seed is colder than mine!

cultist

Remember that the average temperature displayed on the map only gives you a very rough estimate of what you will be facing. Even on an average ice sheet, a cold snap in winter can push the temperatures down much further than what the map tells you.

Illusion Distort

I know, I like playing "survive in the cold sim" when I play Rimworld <3

MasterD1085

Try my scenario then.  Comes with suggested seeds and everything.  This is what I call extreme survival.  In winter it gets down to -220F/-140C.  Enjoy!

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Noarmpit

The seed Boris kinda looks like azeroth from world of warcraft

Franklin

I get the ultra-cold map exploit, raiders/visitors die out in the wastes before ever reaching your base, providing passive defense and free loot, but I've never been able to get a colony to survive on an ice sheet.

My best ultra-cold run I made it to the 4th of Winter before high-temp 3 heaters in my greenhouse couldn't keep it above 0C, then once the hydroponics all died I knew the colony was done for. Curious how people manage it.

Travinsky

#8
Quote from: Franklin on August 29, 2016, 02:11:54 PMMy best ultra-cold run I made it to the 4th of Winter before high-temp 3 heaters in my greenhouse couldn't keep it above 0C, then once the hydroponics all died I knew the colony was done for. Curious how people manage it.

You HAVE to have a set of good starting colonists. That means either using Prepare Carefully mod or spamming the random button till you have a bunch of starting colonists with Cold Lover or Cold Tolerant and they need to be useful. I find you need at least one good miner (Coldest maps are mountainous and you need lots of steel for power/heaters) and one good researcher to research hydroponics and geothermal power. Your first building should always be built around a steam geyser and usually the geyser closest to the steel source is best. Also having the third colonist to quickly haul all starting food and kill any wildlife (It freezes straight away, no worries with rotting) is basically essential to reach the point of self-sufficiency. I have never done it on extreme with Randy with a bunch of random colonists, maybe some else has but I think you'll need a fair pinch of luck for that. Your hydro room with one Sun Lamp range needs four heaters in, then once you build your colony around (One big block to preserve heat) the temperature becomes a little more stable when you add heaters in other rooms. Also, store wood in hydroponics so in the event of solar flare, you can quickly build firepits.

My coldest seed is 42615 (400 x 300). Its at 293,299 in a big mountainous block and it reaches -98.7°C in Jan with an average of -72.1°C. Good luck.

Shurp

Growing in gravel is pretty critical.  And of course having plenty of power to keep all the heaters running.  (Make sure to buy wood for campfires when the solar flare hits).  You shouldn't be building hydroponics until your second year, you need that steel for power.

Getting a geothermal vent near a gravel patch can be a big help too.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.