Rimworld Colony Update: Recovery. The disaster of last episode was, well, disastrous. Lynn died and a ton of other stuff broke, but things got better. The psychic ship was destroyed, the mechanoids harvested, and no one died! In fact, despite having to deal with 3 bots and a 13 man pirate raid, the colony grew! Welcome to the colony, Addison! A shooty scientist that'll hopefully bring the colony to new heights. Machining got finished, so a machine bench was made, and the mechanoid bodies were salvaged, so components are not a big issue anymore. More guns were acquired from the raid, including a sniper rifle. Fine meals are being made, too, so that's a plus. Zeike was finally retired. After taking several wounds, losing limbs, and "... has defended the colony in the stupidest way possible!" Zeike, the " Labrador Retriever that Could" was honorably discharged. Three huskies - Snuckum, Sparrow, and Prodigy - have joined and will defend the colony in Zeikes stead. Northernwolf also got around to doing some mining. It wouldn't be a Rimworld episode without something going wrong though, and it's ears. 3 ears were lost this episode, it's actually silly. Power and heating is an issue, but with winter ending, they'll solve themselves for the year. This covers about everything this episode of Rimworld. If I missed anything, feel free to tell me.
I really like this series, thank you. There is just one thing that drives me crazy: I always thought you pronounce muffalos like you do it with muffins... or buffalo...
Good to see this colony go so well. I'd expand the fortified area in the north east to between the two old houses there. Also, in your grow area in the west you can put in more wind generators in between the fields where you now have the insufficient stone fire breaks to help with the power issue. Oh and also, if there is a cold snap this summer, please prio harvest all the stuff instead of letting it rot...
Centipede weaknesses are mobility, and potentially weapon range. If you can get superior range on them you can just kite them around the map while taking quick max-range shots at them - you need sniper rifles, charge lances, or bolt-action rifles for this. You can also kite them into traps; an IED is ideal as they are slow enough so that they don't walk out of the AoE before it explodes, and the IED will do massive damage to them, but regular traps work if you have a lot of them of course. You can just have a regular shoot-out with them, but they're basically built to fight fortifications, and if they have an inferno cannon this idea is extremely ill-advised. If you happen to have 2-3 mortars and 20 shells or something you can pick them off from across the map while they slooooowly waddle towards the nearest open path to your mortars (which will take them about a day...). You need chemfuel to produce mortar shells by the way. It's 10 chemfuel per shell (and 10 steel!), which is equal to 2 wood or 2 vegetarian foodstuffs per 1 chemfuel (burning 70 wood/food at a time for 35 fuel). So you need refining or W/E it's called as well. Mortars are amazing IMO! That wasn't a sapper raid, it wasn't even a "smart" raid (smart apparently means that they will try to steal stuff from you as a priority - they will still walk straight into your killboxes...). If you wanna find something like components or steel/machine ore veins out on the map, you can just find one, then use "select similar", and just draw the selection box over the entire map (hold shift to move increase camera move speed), then press haul urgently or mine (something quite simple, but easily missed).
If you draft someone and there's no actual conflict, after a certain amount of time they will automatically undraft. This was added about 2 years ago, as sometimes people would forget about a character who was drafted (like if you asked a drafted pawn to save someone else) and then they'd starve to death at the bedside.
trust me its better than having everything like components and steel just rot out side. have the dogs run out to the edges of the map instead of the people that have other jobs to do. to bad for that Nadine dyeing/ getting butchered as well, she was a fast walker/ night owl, it was kind of a good thing being incapable of a lot of things but cleaning and hauling. Nadine could have been super fast with bionic legs
You need no connected zones. They can take a job (eating stuff, in case of animals) in any allowed zone, and get there without caring about zones in the slightest. Walking *to a job* completely ignores zones. Wandering is a job, and is restricted by zone ... though they can assign themself a *wandering job* in Zone A and then in zone B, crossing unzoned land to get to their 'Job'.
I have a cleaning hint if you didn't know. If you put a colonsit on alert then send them into a room and forbid all the exits then take them off alert they default to their job list. Since they're in a room where they can only viably clean as they cannot leave they'll immediately clean the entire room then go idle. Well unless you lock your crafter in the crafting room. Please please please haul the like 16 components DETERIORATING in the open :D
xwynns This trick means that you are going to isolate colonists inside rooms so that they are forced to do jobs ""available only inside the rooms" which is supposedly cleaning. Btw, nice series, you might have done some errors but I still enjoy it. Cheers :-D
Hmm, I wonder, you are 2 years in and haven't built the com relay or a beacon for selling. Is there a reason? I know that your play through is way more advance at this point, I was just wondering if it was forgotten or if there another reason
you might consider expanding east towards the geothermal vent (even without having the geothermal tech) and venting the heat into the rest of the settlement.
Zeke is the real hero.
Rimworld Colony Update: Recovery. The disaster of last episode was, well, disastrous. Lynn died and a ton of other stuff broke, but things got better. The psychic ship was destroyed, the mechanoids harvested, and no one died! In fact, despite having to deal with 3 bots and a 13 man pirate raid, the colony grew! Welcome to the colony, Addison! A shooty scientist that'll hopefully bring the colony to new heights. Machining got finished, so a machine bench was made, and the mechanoid bodies were salvaged, so components are not a big issue anymore. More guns were acquired from the raid, including a sniper rifle. Fine meals are being made, too, so that's a plus. Zeike was finally retired. After taking several wounds, losing limbs, and "... has defended the colony in the stupidest way possible!" Zeike, the " Labrador Retriever that Could" was honorably discharged. Three huskies - Snuckum, Sparrow, and Prodigy - have joined and will defend the colony in Zeikes stead. Northernwolf also got around to doing some mining. It wouldn't be a Rimworld episode without something going wrong though, and it's ears. 3 ears were lost this episode, it's actually silly. Power and heating is an issue, but with winter ending, they'll solve themselves for the year. This covers about everything this episode of Rimworld. If I missed anything, feel free to tell me.
I miss Lynn ]:
I really like this series, thank you.
There is just one thing that drives me crazy: I always thought you pronounce muffalos like you do it with muffins... or buffalo...
Good to see this colony go so well. I'd expand the fortified area in the north east to between the two old houses there. Also, in your grow area in the west you can put in more wind generators in between the fields where you now have the insufficient stone fire breaks to help with the power issue.
Oh and also, if there is a cold snap this summer, please prio harvest all the stuff instead of letting it rot...
Centipede weaknesses are mobility, and potentially weapon range.
If you can get superior range on them you can just kite them around the map while taking quick max-range shots at them - you need sniper rifles, charge lances, or bolt-action rifles for this.
You can also kite them into traps; an IED is ideal as they are slow enough so that they don't walk out of the AoE before it explodes, and the IED will do massive damage to them, but regular traps work if you have a lot of them of course.
You can just have a regular shoot-out with them, but they're basically built to fight fortifications, and if they have an inferno cannon this idea is extremely ill-advised.
If you happen to have 2-3 mortars and 20 shells or something you can pick them off from across the map while they slooooowly waddle towards the nearest open path to your mortars (which will take them about a day...).
You need chemfuel to produce mortar shells by the way. It's 10 chemfuel per shell (and 10 steel!), which is equal to 2 wood or 2 vegetarian foodstuffs per 1 chemfuel (burning 70 wood/food at a time for 35 fuel). So you need refining or W/E it's called as well. Mortars are amazing IMO!
That wasn't a sapper raid, it wasn't even a "smart" raid (smart apparently means that they will try to steal stuff from you as a priority - they will still walk straight into your killboxes...).
If you wanna find something like components or steel/machine ore veins out on the map, you can just find one, then use "select similar", and just draw the selection box over the entire map (hold shift to move increase camera move speed), then press haul urgently or mine (something quite simple, but easily missed).
the first raid had some amazing AI
dear god finish the battery cable!!!!!!!!!!!!!!! its like 4 steel to double your power storage lol
then recycle them - wasting components and steel :)
If you draft someone and there's no actual conflict, after a certain amount of time they will automatically undraft. This was added about 2 years ago, as sometimes people would forget about a character who was drafted (like if you asked a drafted pawn to save someone else) and then they'd starve to death at the bedside.
train the huskys right away for hauling. worth their weight in gold, in that regard.
trust me its better than having everything like components and steel just rot out side. have the dogs run out to the edges of the map instead of the people that have other jobs to do.
to bad for that Nadine dyeing/ getting butchered as well, she was a fast walker/ night owl, it was kind of a good thing being incapable of a lot of things but cleaning and hauling. Nadine could have been super fast with bionic legs
You need no connected zones.
They can take a job (eating stuff, in case of animals) in any allowed zone, and get there without caring about zones in the slightest.
Walking *to a job* completely ignores zones.
Wandering is a job, and is restricted by zone ... though they can assign themself a *wandering job* in Zone A and then in zone B, crossing unzoned land to get to their 'Job'.
Is the cable for the backup batteries construct ? The ones in the room outside the base. There are some that are grey out
I have a cleaning hint if you didn't know. If you put a colonsit on alert then send them into a room and forbid all the exits then take them off alert they default to their job list. Since they're in a room where they can only viably clean as they cannot leave they'll immediately clean the entire room then go idle. Well unless you lock your crafter in the crafting room. Please please please haul the like 16 components DETERIORATING in the open :D
xwynns
This trick means that you are going to isolate colonists inside rooms so that they are forced to do jobs ""available only inside the rooms" which is supposedly cleaning.
Btw, nice series, you might have done some errors but I still enjoy it. Cheers :-D
You really should change cooler so that it dumps heat into the grow zone, that was a good idea.
If you make a grow zone and set it to disallow sowing, that should keep the area clear of all flora.
maybe set it to a flower of some kind?
Why do you make plain meals before fine meals?
just remembered reading somewhere that people under roofs are harder to hit, was a post about bunkers or something, wonder if that is true....
oh to bad, thought it made some sense. thnx for the clarification! ;)
If you put chunks between your traps the npc's will always take the fastest path and always walk on the traps.
That'll slow your colonists down on their way out too
Hmm, I wonder, you are 2 years in and haven't built the com relay or a beacon for selling. Is there a reason? I know that your play through is way more advance at this point, I was just wondering if it was forgotten or if there another reason
i don't think you need a switch for the turrets. you should be able to just designate it disconnected so it doesn't draw power.
you might consider expanding east towards the geothermal vent (even without having the geothermal tech) and venting the heat into the rest of the settlement.
i heard some mention that scyther blade can be used to replace tails. i think zeke deserves it. :-D
oh, good point. no-pause does make things more challenging. and PLEEEEEEEEEEASE make double scyther claw squirrel a thing. that would be glorious. :-D
If you say "yesterday" one more time im unsubbing