Rim World


#393

Really enjoyed your stream Jason. Makes me want to pick up Rim World. Hope your back is feeling better. :)


#394

Nutriend paste is really good at the start when you don’t have a guy with cooking skills or don’t want to have someone cooking all day but it gives a mood penalty. I always try to go for fine meals asap.


#395

And trigger pulled. Damn you McMaster! ;)


#396

#397

I haven’t played in a while, and I notice that the devs recently added bug hives that are especially likely to spawn in mountain bases. I welcome such a change. One reason I lost interest is that it seemed too easy to dig deep into a mountain to create a secure fortress. I imagine these hives have changed all that? Does anyone build mountain bases anymore?


#398

I play on rough difficulty and they are pretty rare, only had them once in my current game.

They are a pain when they do appear tho, since they spawn atleast 5 melee bugs and you have to fight them in close quarters.


#399

My first game I was mining and my miners were getting an impending sense of doom the more they dug, and were finding some sort of un-minable black metal that I managed to carve out and see the complete (all four walls) shape of, but no door. I was super curious what was inside (if anything?) or if more doom and scary notices would pop up, but none ever did (though I haven’t loaded that game in a little while, to be fair, so maybe I wasn’t patient enough or had the right tech to further explore).


#400

Tommyknockers?


#401

You should be able to “claim” the wall and then deconstruct it (instead of mining it). I won’t spoil what you’ll find inside


#402

Haha well, I guess I’m playing RimWorld tonight. :)


#403

Late last night and the night before


#404

I tried “farming” the infestation jelly once but I wasn’t very good at it. I micro a lot as it is and it was way too micro intensive.

Apparently, if you keep your underground areas well lit, it cuts down on the infestation chances. Next time I play I’m going to use a mod that makes the lamps a little more reasonable in watt cost. Right now the suck a lot of energy and I can barely keep up. Even with building nice switches and circuits, if I turn the crematorium on, the lights go brown a lot of times :)

I started out with mountain bases but now I like to get stone cutting quickly and build lots of granite walls.


#405

Seriously, you can build a spaceship but the bulbs take 75W!?


#406

Lost my first colony quite suddenly to heatstroke, each one trying to help the others before succumbing. Also wasn’t on top of food preservation.

This next round, I’m all about temperatures. What’s the best way to plan for extreme temperatures? Why is my food not refrigerated even when a cooler is adjacent to it, with the blue tile on the food side and the red title on the outside?

Is there a better wiki than rimworldwiki.com?


#407

Did you click the cooler and lower its temperature to -X° degrees? The default temperature is 21°C, which is fine for keeping living quarters cool, but not for freezers.

Also, ensure that the first thing you research is Passive Cooling.


#408

I mostly play desert so heat management is something that I too learned the hard way. Gets downright frigid in the winters too. Food is always my first priority. Get crops planted while I build my freezer. Always make sure that you can expand the freezer later.

Then I make sure that all my building has temperature control by building heaters/cooler in hallways and common areas and then using the vents. I also hold open doors in common areas like the dining room and rec room. Slow controlled expansion works best for me.

Passive coolers are nice for emergencies but since wood is at such a premium in the desert I tend to not bother.

Need to try a tribal start some day. Or extreme desert. Been honestly too scared of starving. :) Some players seem to do amazing things on ice sheets but it usually involves raider soup or colonist pie.


#409

You have to manage the temp because it takes power to cool. Just setting the temp is not enough, you have to check the squares in the room as time goes by to make sure things have cooled down. Square footage matters too - though I am sure a google can give you some optimal sizes for a unit.


#410

Also, it’s a good idea to have a 2 tile insulation thickness. At least that’s what I have read and it seems to work. Still haven’t mastered the art of using the hot exhaust to make indoor green houses without hydroponics.


#411

In general, you are going to want your freezer, if it’s of a decent size, to have 2 coolers blowing in to it. In the higher temp days (especially a heat wave), a single cooler will struggle to keep your food frozen. I like to use a 50 - 60 tile freezer (6 x 9, typically) with an external wall to blow the hot air out. I don’t like the micro of building and tearing down roofs to min/max the direction of the hot air; I just blow it outside or in to a central chimney.

I personally like to keep my temps set to -2C to keep the room in a state where the food will stay frozen even if there is a lot of foot traffic opening/closing the door.

If you have animals in your colony, make sure you set up an Animal zone that excludes your freezer. Animals seem to love to hang out in the freezer, and all that extra opening of doors can overwhelm your coolers. As you get more and more animals tamed, they can end up having the door almost permanently opened.


#412

That’s great, thanks for pointing out the temperature settings. The UI design is a bit of a struggle for me, although it does work well and make sense once I start to get a handle on a particular thing. This game is so deep and I’ve barely started, I think.

Last night I had my first patient operation. Poor Nate got an infection in his left leg and we were out of meds for a while. By the time Gertrude was able to treat the leg, it was too late and I had to learn how to set up an amputation and the installation of a peg leg. When she finally finished, Nate died and the game said that Gertrude had “crushed” him, whatever that means. Then I had to figure out what’s supposed to be done with bodies, and in the process learned about some of the grisly alternatives that are available if you’re feeling evil.

Can animals haul incapacitated colonists, if trained?

Edit: Forgot to ask, how do you set up a dedicated animal food area? I mean, I know how to create it and expand it and assign animals to it, and I know how to set up a food zone overlapping with it, but colonists seem to drop food wherever they want if presented with more than one location choice, and all of the food is going into the main food zone.