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For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
"Honey, I [Grounded] The Kids!"
Posts
Great.
I've sold like 3000 of the best meals thanks to my vast tofu farm. I'm sure there are way better ways to handle this, but it amuses me that my colony is exporting a vegan agenda to the universe
I think the main thing is that smooth stone takes a lot longer than installing normal floors, and of course is also only usable in mountain bases which not everyone has. Not sure why it's so pretty though, it would look like the equivalent of concrete or something, unless polished/engraved.
your best plan of action is to route the heat into your prisoner's cellblock. Slowly cooking them alive should help convince them to join your cause or become tasty barbeque.
I also enjoy digging up dead raiders when the food situation is dire and have ourselves a little feast. the negative modifier isn't so bad.
I'm pretty sure that it'll heat up to the point of setting the cooler on fire, at some point.
Or at least it should.
Last time I played this, I ended up spending way too much time setting up a ventilation system for my refrigerator and an AC unit in each of my colonist's rooms that fed to the outside.
RIP Keagle, you weren't really needed because everyone else did things better, but it was always nice having you around to haul shit.
Yep, hasn't been updated officially since A12 I think. Someone had it working in A13, but it was a hack, and now it's completely broken
Counterpoint, it has been updated for A14
https://ludeon.com/forums/index.php?topic=21770.0
e: how about I link the mod instead of the releases forum ><
I'm not the only person who sees their age and thinks "eh, you'll be dead soon, anyway" and leaves them to bleed/starve to death, right?
...right?
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
Oh well, guess we'll get more recruits soon enough.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
http://steamcommunity.com/sharedfiles/filedetails/?id=725971541
Well that's just cheating.
I have four people with 12+ in Art. Guess I know what I'm gonna be exporting.
Two big things that I made changes to which I feel helped the most:
I used my freezer's cooler as a heater. My map is a boreal forest in a mountainous region, so the average temperatures are quite low. Summer peaks in the low 20s and Spring/Fall I'll be seeing temperatures around the zero mark. So, instead of using more heaters which consume precious components and energy which then uses more components, I just used the primary cooler as a huge heater and used another cooler to keep the temperatures not uncomfortable during summer. Part of that, I was also super conservative on spending components. I used fuel generators as my power source, staying away from solar which requires batteries which uses more components. I had the one generator powering my entire colony before hydroponics. Even with -18C temperatures I had enough heat with 2 heaters and torches in every bedroom while employing the "cooler" to keep the rest of the living areas warm.
I got super aggressive on stocking up on food. Hunted a fair bit, and if a critter got killed, I nabbed that corpse to butcher for more food. I went into Winter with a few hundred meats plus a decent stockpile of potatoes so even though I kept indoors for the most part (due to a Toxic Fallout that lasted almost the entirety of Winter) I wasn't in any real danger of running out of food before I got hydroponics up and running.
So now, I've hit the second Summer (which marks 1 year since starting the colony) and I'm working on building the new dormitories, expanding research and crafting/production and stocking up on wood for the next Winter. I'm going to have to get Geothermal power up to take the pressure off fuelling three generators. I still don't have a high-tech research bench because I don't have the space for it just yet.
...black market organs?
They're worth a lot.
I'm thinking I should have done likewise. I didn't want to go with a fueled generator because I was worried it wouldn't be sustainable long-term, but I embarked in a frigging forest and have over 1000 wood stockpiled so its not like I'm going to run out of trees any time soon. Instead I built a wind generator and a solar panel and didn't have enough components leftover to make any batteries.
...really?
I have a bunch of small wood statues worth 5-600 spacebucks now.
I also lost @Delmain to a rogue cougar attack. That one sucked because he was my best gunner.
Last time I spreadsheeted it, which was like A11 so who knows, anything less than superior ended up worth less than the components with a ~15 social seller. I still made the art since you can only sell ingredients to bulk traders and they exist solely to rid me of my corn stockpiles, so I needed the art to sell to the exotic merchants.
If he was such a great gunner he wouldn't have gotten murdered by a big cat.
Steam profile - Twitch - YouTube
Switch: SM-6352-8553-6516
He was picking up some cargo pod stuff, and had a rifle, so the cougar snuck up on him and he couldn't shoot it. RIP Delmain, don't worry though, the colony is almost assuredly doomed.
Strip off their clothes, set their work assignment for the middle of the night, bam, free permanent +35 positive mood.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I actually don't bother with medicines if such-and-such is only bleeding/bruised/got shot/cracked a rib etc... If they get infections or actually have something that has a good chance to kill them if they don't get something more substantial than a bandage, a slap on the back and a yell to walk it off, then yeah they get medicines. In my restarted (again) colony, I haven't used a single medicine yet even though I've had people with fingers blown off, entire bodies shredded by a frag grenade etc... and they're none worse for the wear. I haven't had something leave a scar or permanent wound with budget health care. Even if it did, I'd be less worried by a minor mood hit than the possibility of loosing a pawn because I ran out of meds tending to scrapes and boo boos than the really scary stuff.
Oh and I restarted again to experiment with new ideas on general base design. Or more to the point, insulation. I'm fully focusing on playing on really cold maps. IE: Average yearly temperatures is below zero though I'm not yet about to step into the Ice Sheets biome because that's just a bit too hardcore for me at the moment. I'm still on my learner's after all. My current strategy is to not just have a double thick wall, but to actually have a double wall with an air gap and a three chamber airlock. The rationale behind that is the exterior will influence the first air gap, which then provides insulation for the inner wall. If I want to get really psychotic, I could consider a second air gap which I'm actually contemplating for an even more paranoid design that uses the first air gap as a defensive position against sappers. Since the air gaps are small, and even if it hits -28C outside, the warmer living areas will exert dominant influence over the air gaps so they'll be impacted less by the extreme temperatures outside. This in theory should also work in the opposite extremity in insulating against a very hot map. The challenging thing is to design a way to exhaust warm air should the food/medicine freezer be a little too excited during the summer months where the average temperatures are actually comfortable.
I'm using the RedistHeat mod's active vents to seal off the air gap for the cooler during winter since that exhaust port is the weakest part of the base's thermal armour (sounding familiar, Luke?) but you could probably accomplish the same goal with another 1-2 coolers in a daisy chain so they don't shut down because the exhaust area is too hot... but that's going to cost a lot of power to maintain. As an indication, the temperatures for the air gaps during the night were -18C outside, -11C for the first air gap, 0 for the second and interior temperatures of 18C, which is maintained via heaters and the freezer's exhaust. Though I'm not entirely sure how much of an effect the freezer's cooler exhaust has on the base temperature during Winter given that it has a very small difference in temperatures to manage and most of the heat it's expelling from the freezer would be from the base itself to keep the meat sacks functional.
I may even have a new totally absurd strategy in dealing with the whole heat exhaust thing during the summer warmer times: Exhaust the heat into the freezer. Then have the freezer exhaust out into the biome instead of back into the base. The idea is that I'll have a penetration through the insulation for the heat exhaust, and that's going to create a channel straight into the innermost area. If I were to exhaust the summer months heat into the freezer I'll solve two problems: First is that I may not even need the cooler in the first place as the ambient external temperatures are only going to cap out at around 18C. Any waste heat I need to get rid of will be coming from components such as torches if I still have them, and the batteries. The freezer is going to be dumping its waste heat outside directly so there's no problem with that end. The second problem is how to insulate against the freezing outside without compromising the insulation layers. And that'll be solved by using the freezer itself as one of the buffer zones and to be honest, it just means less work on the freezer's cooler. If I really wanted to get stupid paranoid, I'll pump the base's heat into the kitchen which then pumps into the freezer that then pumps outside. That way I have two buffer rooms before the interior living areas gets exposed. The grand end goal is to reduce the amount of heat I need to generate because I'm losing some of it to the evil outdoors which then means less power consumption and more capable of living off wind/solar instead of burning trees, which don't grow too good out here.
Another thing I'm experimenting with is using wind turbine(s). One at the moment; and reasonable bank of batteries plus a standard fuel generator for base load. My current power setup is the one turbine, one fuel generator plus four batteries. The power balance fluctuates a fair bit but when the power gen spikes because the turbine hits max capacity, it recharges the batteries quite well and I'm currently in a net gain over time. I'm currently liking Wind over Solar because it's reasonably steady and there's no random events to dick you over (except Solar Flares, which just screws you over entirely). In one of my previous colonies, I had a Volcanic Winter which lasted all of Summer so that screwed over my chance in growing trees for fuel for the next winter since the growing season is from 11th Spring to 1st Fall, so I was going to be in a lot of shit anyhow on that colony because I'll end up with no fuel for my 6 generators.
Come to think of it, attempting to grow trees for the second Winter is a fool's errand anyhow unless you start in Spring instead of Summer. 11th Spring to 1st Fall is 20 days, and most trees have a growth time for around 30 days. Since this is a frigid wasteland, there's going to be a temperature penalty regardless so there's no hope in hell to get trees planted, and grown to a reasonable state by the time the 2nd Fall ticks around and everything just stops growing. So, my strategic goals won't change one bit between a 11th Spring -> 1st Fall growing season and zero growing season at all. I have to strip the land of all the foragables and trees as quickly as possible and then head into the hills and then live off hydroponics then eventually expanding the base outside, build a sheltered enclave and reclaim some fertile land for stuff along with the steam vents.
How big are some of your colonies getting? I'm trying to plan well ahead but I have no idea how many colonists I should even contemplate supporting. Which then feeds into how on earth do you have enough bedrooms for them all, and how big said bed rooms need to be. I wonder if it's possible to have pawns working in rotating shifts so that one bedroom actually has three sets of beds but that'll probably hit people with shared bedroom mood debuffs because they're sloppy bums when it comes to keeping to a proper schedule. Also given that the pawns spend so little time in the bedrooms is it even worth going all luxurious and giving them 5*5 or larger bed rooms, which end up being empty regardless and the majority of their days are spent working in the significantly larger and more valuable places to spend the good stuff on?
Had two colonists get in a real good fight. Tucker, the OG boss lady of the colony, against Wilson who is a basically useless old lady. Tucker won the fight and beat the living shit out of Wilson, breaking a bunch of her bones, bruises everywhere, etc. Wilson was going to be in the hospital for a while. Tucker wanted medical attention for her two bruised fists.
I've been as big a 6 colonists (once) and as small as 3 (...many times). Usually my learning game mechanics involves someone dying.
"Damn friendly fire. Probably shouldn't have people shoot at an enemy that someone else is meleeing."
"Animals can be dangerous when you're far away from help and not the best shot"
"Oh, that's how grenades work"
"Turns out injured people can set off traps"
"Don't try to tame a bear"
If I'm going to be culling an entire herd of big animals like muffalos or elks or whatnot, I draft a team, and manually control them in the hunt. If it's big enough to solve my colony's food problems for 1-2 seasons in a single session, it's big enough for me to take personal charge over it. Or, if the target is something that's potentially lethal to the solo pawn like wargs and such in which case, I still justify it as it's a big enough threat that I have to ensure it's done right.
Oh and speaking of colony saving hunts... My current colony survived a near disaster. I originally expected my food stocks to last through the winter, but I had in a raid two prisoners who I wanted at all costs. Their skills and learning potential were fantastic; one of them is quite seriously at least 1 flame on EVERY skill. But she's lazy so whatever... still a keeper and the other one filled two gaps in my colony roster which is a damn good miner, and someone who can work with animals. Not that I had any at the moment but it's something for the future.
As luck would have it, I had a double whammy of a Toxic Fallout during Winter. Again. But this time it was paired with an alphabeaver invasion which I couldn't deal with because I can't be outside because of the fallout. So all the trees were condemned and I couldn't recover the toxic beaver corpses because winter + fallout = no go.
So, food stocks dwindled. I panicked, built up a nutrient paste dispenser, dug up two corpses of some other raiders, butchered them annnnd... no dice. The hoppers didn't allow for human meat for some reason so I gave the order to the cook to use the human meat just to hold over until the first hydroponic crops came in. First crop came in, I had one colonist already taken a bite out of the mystery meat dish and then force fed the rest to prevent contamination of the food stocks (I should have set them to do not interact in hindsight)
Still no good. I shouldn't have force fed those dishes because the crop wouldn't last long enough for the next batch. And then it happened.
Toxic Fallout settled, the wilds were open again. And while I was desperately scanning the map for anything edible, I spotted two big herds of elks and muffalos. So now, I've rebuilt my supply of meals to ~30, and I have enough meat to make ~80 simple meals and a stock of hydroponic crops that'll make another 50 meals. Which... would take my colony of 6 people about... 13 days to eat through. Holy crap.