tip: use the heat from the cooler, to vent into the grow room. you can make 2 coolers, attach the heat side to the grow room and the cold side to the fridge, so depending on the season, you can just disable 1 of them to save power. keep the other one you have. super efficient.
So, 2 mods I think you would love: 1) Force Do Job: Allows you to force colonists to do jobs that they are not assigned to in Work priorities (such as making a campfire when not assigned to Construction, tending when not assigned to Doctor, etc). 2) Hand Me That Brick: Colonists assigned to hauling will take materials to blueprints (but won't do any Construction unless also assigned to that as a priority). Also (because I know you love the also), a handy priority trick when you need a certain thing done by everyone right away (like cleaning/hauling after a raid) is to shift left click on the name of a task in the Work tab, which bumps the priority up by 1 for all colonists simultaneously; shift right click will take it back down by 1. This makes it far easier to manage priorities for a temporary crisis without disturbing them overall, by shift left clicking a task until the crisis is over, then shift right clicking to restore it back to normal priority after it is under control.
One way to get your stone construction going faster is to send your guys out to deconstruct all those ruined buildings on the map (and collect all the bricks you decided you didn't need up north!). Making bricks is a lot slower than that from what I can tell and finishing the walls faster will let you get onto things that will make your town more efficient (floors/roads for movement speed and a sterile medical room).
The great Mufallo revolt of 5501. It was a clear Septober morning when it happened. Nobody saw it coming. The local mufallo herd took umbrage at being target practice for Suge and his LMG and decided to eradicate the colony. The peace was shattered by the thunderous sound of their hooves as they beat our poor companions into the ground. Just as we had it under control and the northern entrance was stained with the blood of an entire herd the mechanoids came once more. Unsatisfied with the aerial invasions success of last week they sought to finish us all off. All because. Of the damn. Mufallos. Also talk about some bad coincidences lol but yup... that was messy. You do have uzis and a survival rifle and some colonists are reasonable at shooting. Either way shooting > melee as it's almost always safer so those guns should 100% be in use regardless of shooting stat. Enough enemies and enough incoming fire and accuracy isn't as much of an issue with your kind of set up. Especially against mechs btw... yeah scyther blades do 20 damage a hit so 2 shot kill in the torso and can remove a head with ease not to mention the poor limbs.
Muffalo herds are usually pretty good for hunting, as you can outrun them, compared to elk or something which is faster than a human. Centipede melee have the highest single-target damaging attack in the game IIRC (except for stuff like really high-quality longswords), and they can take a huge beating before going down, they're pretty much more dangerous than a thrumbo in melee, which is insane - so it was quite amusing (and nerve-wracking) to see you go all "glorious melee combat" on one. Although I'm thinking that it was the correct choice, as you were in a tight corridor, with a group of people, surrounded by wooden walls - against an inferno cannon!
this is taking me a while to catch up, but im loving the series! The corners of your indoor growing spots arent getting the effect of the growing lamp, they sit there for sooooo long they die from not being harvested even though they havent actually grown any! maybe, i think, sounds right, right?
Man... I pity zeke, toggle off the follow master when doing field work or drafting. Either way, try A Dog Said...NoCrafting: steamcommunity.com/sharedfiles/filedetails/?id=734709234. It still keeps the can't craft, can only can buy animal parts or human parts rimworld vanilla gameplay, and allows operations on animals; though at the point of this video, you won't have the luxury to do that for a while. In my playthrough, I'm bottlenecked on gold, so I can't make the multi-analyzer, which is required for further research; so I haven't made any real progress in a while which kinda sucks.
Wait, so if you don't want to run around the map looking for resources, couldn't you just click on what you want and use the select similar tool? But I feel like you'll be doing that in the later episodes so this might be worthless.
I know I just keep complaining and yet I keep watching your videos... :D And yeah, I know, multitasking with no pause and while constantly talking isn't easy at all. But since I've finally caught up with the episodes, here are a few more complaints that you could find both annoying and useful. ;) 1. The inner corners of your sunlamp area. Someone's pointed it out already but that's what's giving you the constant "plant died" messages. People waste their time re-planting those areas as the sunlamps don't reach these and the plants actually die because of insufficient light. When you have a moment, please click on the sunlamps, check their coverage and cut those corners (also in the middle of the left and right wall surrounding the growing zone). 2. Could you please increase the amount of kibble to make? It's 150 now and according to Wiki, "up to 20 can be consumed in one sitting". That means with all the muffalos you probably need to make a new batch every day now which isn't too efficient. 3. Because of all those walls you had queued to be remade (unnecessary in my opinion; the inner wooden wall would be fine for now and you could focus on more important issues) and the infinite traps to be built, the power conduit to your second set of batteries on the right never got completed. Could you please micromanage that and get it built? It's getting me a bit neurotic. XD 4. I've mentioned that somewhere already but winter's there so it seems important: the animals will keep wandering into the map during winter but they will not have anything to eat there. If you really want to keep a herd in for a while (to either tame or hunt them), you could consider placing some stockpile with a bit of food outside of your base so that they don't leave too early - provided you have a nice supply of kibble or hay, of course. 5. Given the very limited amount of components to mine, I'd leave the component mining to Nwolf as he's the best at it and won't waste too many resources. 6. I'd suggest replacing those shattered jaws with dentures (I think two people are already missing their jaws?), however I think one of them was abrasive or with an annoying voice so then again, maybe not worth it. XD 7. Watch out for that ancient room to the right of your northern trap field. One corner's already missing and it's dangerously close to your fighting zone. Worst case scenario: you're chasing some fleeing raiders, accidently destroy a piece of the wall and unleash unexpected, additional enemies with inferno cannons on your wounded and exhausted colonists. The colonists get set on fire surrounded by burning wooden traps, have a mental break and all burn to death. Having said all that, I'm still quite impressed you have survived that long. XD I would have died 435 times already at that pace. Please keep uploading those vids. :) 8. OH! And instead of trying to manually forbid animals like Zeke to follow people in battle or setting them to "No Master", you can disable following in the Animals tab, it's somewhere to the right of where you tick/untick training. And while you're there, that grey-white icon that once appeared on Muffalo 4 ages ago that you didn't know what was supposed to mean, well, that was probably the pregnancy icon. Once you get a lot of muffalos, possibly you could also disable following for the pregnant ones and then (with enough patience and a lot of luck) get even more muffalos later on. 9. PLEASE put some floor down in that hospital, it does make a difference when it comes to getting infections, of which you have had plenty already. In A16 I believe soil was -1 (being pure dirt as pure cleanliness was 1 - impossible to achieve, btw) and standard floors should be around 0 so anything would be better than just leaving it as it is. Silver tiles are definitely the cleanest but they cost a fortune.
Thanks for taking the time to get through it all. :D You probably missed point 9 that I added after editing - floors did matter in A16 at least in terms of infections and unless it was changed, it would still be highly recommended to put anything other than soil in that hospital. ;) Fair enough with the jaw replacement. XD Without Lynn, someone might chop some head off for sure.
Rimworld Colony Update: RIP. Lynn is dead. Not sure how else to say it, but she's dead. Xavier said she was the best person to lose, if there had to be, but I'm not sure. Without her, there'd be a lot more bodies to bury. She barely saved Lindsay and Suge from the plague, treated countless wounds, and performed a few surgeries. Hopefully Lyndsay can do as good a job as Lynn, or the colony might not survive. Lynn died in a mechanoid raid while fighting a centipede. Along with Lynn, a solar panel was destroyed, too. Wood is becoming a problem, as all the trees remotely close to the base were cut down, and fire pits are increasingly necessary in winter. As if things weren't bad enough, a psychic ship crashed, and now that has to be dealt with. On the bright side, food is a nonissue as there's an asinine amount of meat stored up, and plenty of kibble for the pets. Lyndsay is going to town on making clothes, taking care of all the tattered apparel the colony has, and even making dusters for all of them. The rice, hay, and healroot fully grew. That combined with the aforementioned asinine amount of meat should carry the colony through the winter. Research is becoming a focus too, and components are increasingly vital. This just abou sums up episode 10 of Rimworld, take 4. If I missed anything, feel free to tell me.
tip: use the heat from the cooler, to vent into the grow room. you can make 2 coolers, attach the heat side to the grow room and the cold side to the fridge, so depending on the season, you can just disable 1 of them to save power. keep the other one you have. super efficient.
So, 2 mods I think you would love:
1) Force Do Job: Allows you to force colonists to do jobs that they are not assigned to in Work priorities (such as making a campfire when not assigned to Construction, tending when not assigned to Doctor, etc).
2) Hand Me That Brick: Colonists assigned to hauling will take materials to blueprints (but won't do any Construction unless also assigned to that as a priority).
Also (because I know you love the also), a handy priority trick when you need a certain thing done by everyone right away (like cleaning/hauling after a raid) is to shift left click on the name of a task in the Work tab, which bumps the priority up by 1 for all colonists simultaneously; shift right click will take it back down by 1. This makes it far easier to manage priorities for a temporary crisis without disturbing them overall, by shift left clicking a task until the crisis is over, then shift right clicking to restore it back to normal priority after it is under control.
One way to get your stone construction going faster is to send your guys out to deconstruct all those ruined buildings on the map (and collect all the bricks you decided you didn't need up north!). Making bricks is a lot slower than that from what I can tell and finishing the walls faster will let you get onto things that will make your town more efficient (floors/roads for movement speed and a sterile medical room).
The great Mufallo revolt of 5501. It was a clear Septober morning when it happened. Nobody saw it coming. The local mufallo herd took umbrage at being target practice for Suge and his LMG and decided to eradicate the colony. The peace was shattered by the thunderous sound of their hooves as they beat our poor companions into the ground. Just as we had it under control and the northern entrance was stained with the blood of an entire herd the mechanoids came once more. Unsatisfied with the aerial invasions success of last week they sought to finish us all off. All because. Of the damn. Mufallos.
Also talk about some bad coincidences lol but yup... that was messy. You do have uzis and a survival rifle and some colonists are reasonable at shooting. Either way shooting > melee as it's almost always safer so those guns should 100% be in use regardless of shooting stat. Enough enemies and enough incoming fire and accuracy isn't as much of an issue with your kind of set up. Especially against mechs btw... yeah scyther blades do 20 damage a hit so 2 shot kill in the torso and can remove a head with ease not to mention the poor limbs.
Muffalo herds are usually pretty good for hunting, as you can outrun them, compared to elk or something which is faster than a human.
Centipede melee have the highest single-target damaging attack in the game IIRC (except for stuff like really high-quality longswords), and they can take a huge beating before going down, they're pretty much more dangerous than a thrumbo in melee, which is insane - so it was quite amusing (and nerve-wracking) to see you go all "glorious melee combat" on one. Although I'm thinking that it was the correct choice, as you were in a tight corridor, with a group of people, surrounded by wooden walls - against an inferno cannon!
this is taking me a while to catch up, but im loving the series! The corners of your indoor growing spots arent getting the effect of the growing lamp, they sit there for sooooo long they die from not being harvested even though they havent actually grown any! maybe, i think, sounds right, right?
will he ever fix the floor in the hospital so it's not a horrible place to be lol
Also those 2 batteries outside still aren't connected to your base
I bet 3 episodes ago it'd be 4 before he realised and fixed that. So far so good for the prediction :D
Why are the outside batteries still not connected?
because he's dumb, talks way too much bullshit instead of thinking
I want to add some tips but after seeing you own 7 Days to Die, I will just give you silent contempt.
Maybe Zeike should retire, he's taken a helluva beating so far.
Rip Lynn
Lynn... 😢 RIP.
dysfunctional colony
I feel like you really should have built a floor like, 5 episodes ago. =P
Man... I pity zeke, toggle off the follow master when doing field work or drafting. Either way, try A Dog Said...NoCrafting: steamcommunity.com/sharedfiles/filedetails/?id=734709234. It still keeps the can't craft, can only can buy animal parts or human parts rimworld vanilla gameplay, and allows operations on animals; though at the point of this video, you won't have the luxury to do that for a while. In my playthrough, I'm bottlenecked on gold, so I can't make the multi-analyzer, which is required for further research; so I haven't made any real progress in a while which kinda sucks.
btw: you dont need to connect allowed areas, they happily cross restricted areas to get to allowed ones. ;)
Wait, so if you don't want to run around the map looking for resources, couldn't you just click on what you want and use the select similar tool? But I feel like you'll be doing that in the later episodes so this might be worthless.
I know I just keep complaining and yet I keep watching your videos... :D And yeah, I know, multitasking with no pause and while constantly talking isn't easy at all. But since I've finally caught up with the episodes, here are a few more complaints that you could find both annoying and useful. ;)
1. The inner corners of your sunlamp area. Someone's pointed it out already but that's what's giving you the constant "plant died" messages. People waste their time re-planting those areas as the sunlamps don't reach these and the plants actually die because of insufficient light. When you have a moment, please click on the sunlamps, check their coverage and cut those corners (also in the middle of the left and right wall surrounding the growing zone).
2. Could you please increase the amount of kibble to make? It's 150 now and according to Wiki, "up to 20 can be consumed in one sitting". That means with all the muffalos you probably need to make a new batch every day now which isn't too efficient.
3. Because of all those walls you had queued to be remade (unnecessary in my opinion; the inner wooden wall would be fine for now and you could focus on more important issues) and the infinite traps to be built, the power conduit to your second set of batteries on the right never got completed. Could you please micromanage that and get it built? It's getting me a bit neurotic. XD
4. I've mentioned that somewhere already but winter's there so it seems important: the animals will keep wandering into the map during winter but they will not have anything to eat there. If you really want to keep a herd in for a while (to either tame or hunt them), you could consider placing some stockpile with a bit of food outside of your base so that they don't leave too early - provided you have a nice supply of kibble or hay, of course.
5. Given the very limited amount of components to mine, I'd leave the component mining to Nwolf as he's the best at it and won't waste too many resources.
6. I'd suggest replacing those shattered jaws with dentures (I think two people are already missing their jaws?), however I think one of them was abrasive or with an annoying voice so then again, maybe not worth it. XD
7. Watch out for that ancient room to the right of your northern trap field. One corner's already missing and it's dangerously close to your fighting zone. Worst case scenario: you're chasing some fleeing raiders, accidently destroy a piece of the wall and unleash unexpected, additional enemies with inferno cannons on your wounded and exhausted colonists. The colonists get set on fire surrounded by burning wooden traps, have a mental break and all burn to death.
Having said all that, I'm still quite impressed you have survived that long. XD I would have died 435 times already at that pace. Please keep uploading those vids. :)
8. OH! And instead of trying to manually forbid animals like Zeke to follow people in battle or setting them to "No Master", you can disable following in the Animals tab, it's somewhere to the right of where you tick/untick training. And while you're there, that grey-white icon that once appeared on Muffalo 4 ages ago that you didn't know what was supposed to mean, well, that was probably the pregnancy icon. Once you get a lot of muffalos, possibly you could also disable following for the pregnant ones and then (with enough patience and a lot of luck) get even more muffalos later on.
9. PLEASE put some floor down in that hospital, it does make a difference when it comes to getting infections, of which you have had plenty already. In A16 I believe soil was -1 (being pure dirt as pure cleanliness was 1 - impossible to achieve, btw) and standard floors should be around 0 so anything would be better than just leaving it as it is. Silver tiles are definitely the cleanest but they cost a fortune.
Thanks for taking the time to get through it all. :D You probably missed point 9 that I added after editing - floors did matter in A16 at least in terms of infections and unless it was changed, it would still be highly recommended to put anything other than soil in that hospital. ;)
Fair enough with the jaw replacement. XD Without Lynn, someone might chop some head off for sure.
Rimworld Colony Update: RIP. Lynn is dead. Not sure how else to say it, but she's dead. Xavier said she was the best person to lose, if there had to be, but I'm not sure. Without her, there'd be a lot more bodies to bury. She barely saved Lindsay and Suge from the plague, treated countless wounds, and performed a few surgeries. Hopefully Lyndsay can do as good a job as Lynn, or the colony might not survive. Lynn died in a mechanoid raid while fighting a centipede. Along with Lynn, a solar panel was destroyed, too. Wood is becoming a problem, as all the trees remotely close to the base were cut down, and fire pits are increasingly necessary in winter. As if things weren't bad enough, a psychic ship crashed, and now that has to be dealt with. On the bright side, food is a nonissue as there's an asinine amount of meat stored up, and plenty of kibble for the pets. Lyndsay is going to town on making clothes, taking care of all the tattered apparel the colony has, and even making dusters for all of them. The rice, hay, and healroot fully grew. That combined with the aforementioned asinine amount of meat should carry the colony through the winter. Research is becoming a focus too, and components are increasingly vital. This just abou sums up episode 10 of Rimworld, take 4. If I missed anything, feel free to tell me.
Love this but spoiler alerts please! I just clicked the vid, didnt get a chance to fullscreen it and boop i read: rip lynn :(