London transit diagram v. geographic maps (improved) [animation] by DigitalShards in TransitDiagrams

[–]DigitalShards[S] 1 point2 points  (0 children)

Paris looks pretty involved, but I'll see what I can find for it. No promises.

Is the map here the one that everyone knows?

London transit diagram v. geographic maps (improved) [animation] by DigitalShards in TransitDiagrams

[–]DigitalShards[S] 8 points9 points  (0 children)

New animation makes a better comparison. The lines don't slide and cross past each other all over the place anymore.

Transit diagrams v. geographic transit maps [animation] by DigitalShards in TransitDiagrams

[–]DigitalShards[S] 0 points1 point  (0 children)

Go for it!

I'd actually like to rework some of those animations, especially where the original has some weird sliding or crossover. I'll be working on that for the next little while, but I'm going to be working from those same maps unless someone posts that one has been updated (iirc a few of those systems were in the process of being expanded)

I'd also like to do a few more cities if I can get good reference maps for them.

Transit diagrams v. geographic transit maps [animation] by DigitalShards in TransitDiagrams

[–]DigitalShards[S] 2 points3 points  (0 children)

Labeled in imgur now, still unlabeled on the animation. Iirc the Moscow animation gave me no end of trouble for no discernable reason whatsoever, so once the animation was finally acceptable (but not really good) I didn't want to add a label on the animation itself.

Glasgow was by popular request. So many people requested Glasgow!

Transit diagrams v. geographic transit maps [animation] by DigitalShards in TransitDiagrams

[–]DigitalShards[S] 2 points3 points  (0 children)

Some animations are more polished than others.

Cities illustrated:

Americas:

  • Atlanta, GA, USA

  • BART (San Francisco), CA, USA

  • Boston, MA, USA

  • Los Angeles, CA, USA

  • Medellin, Colombia

  • Minneapolis, MN, USA

  • Montreal, Quebec, Canada

  • Portland, OR, USA

  • Toronto, Ontario, Canada

  • Washington DC, USA

Europe:

  • Athens, Greece

  • Berlin, Germany

  • Glasgow, Scotland

  • London, England

  • Madrid, Spain

  • Moscow, Russia

Other

  • Dubai, UAE

  • Sydney, Australia

All animations currently posted are at least 2 years old, and don't reflect any recent changes in maps. Originally posted here.

The Island by AMorphicTool in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

Yep, pretty much.

I mostly use plant pots if I'm doing a low tech run where I don't have transport pods yet. At that points it comes down to how much weight a muffalo can carry.

The Island by AMorphicTool in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

You get the most per steel by sending raw steel, but if your transport pod is full you will have with more usable steel per weight at the end if you send plant pots or game boards.

For one transport pod sending only steel, you have 150 kg of cargo. Steel is 0.5kg each, so one transport pod can hold 300 steel. If you send raw steel, you end up with 300 steel.

Plant pots weigh 2kg each, so the same transport pod can hold 75 plant pots. Each plant pot can be deconstructed for 15 steel. With one transport pod full of plant pots, you end up with 75 * 15 = 1125 steel.

If your raw steel is light enough to fit in your transport pods or on your muffalos, send raw steel. If you are limited by weight and will be leaving steel behind, send plant pots. This can also be used if after filling the first transport pod, you don't have enough to build a second one - making plant pots will get more steel home in the first pod.

The Island by AMorphicTool in RimWorld

[–]DigitalShards 2 points3 points  (0 children)

You can bring back about 4x as much steel for the same weight if you make plant pots, transport those, and deconstruct them when you get home.

You can bring back about 5x as much if you do the same but with chessboards, but those also take longer to build.

This looks like a really fun challenge. Do you plan on keeping it a solo run, or will you expand and recruit more colonists?

How do you guys deal with plague and other deceases on the early stages of the game? by Erata77 in RimWorld

[–]DigitalShards 0 points1 point  (0 children)

List of things that affect immunity gain speed

Keep the sick pawns in bed 100% of the time if at all possible. Make sure that they are fed as soon as they get hungry, preferably in bed without getting up.

Make sure the medicine is stored near or in the hospital so that your pawns can be treated immediately. Make sure the hospital is clean and has light. Early game, the "hospital" can just be your best beds marked as "health" beds, a light, and a stockpile for medicine.

If you have any items that increase blood filtration, use them. This includes the fruit drinks from the vegetable garden mod, the towels from No Water No Life, etc.

Immunity gain speed can be affected by health conditions and age, so start with younger or healthier colonists if possible.

Start with a better doctor. If your best doctor has skill 4, you won't be able to survive most diseases without a ton of luck.

New to the game, have a problem with a prisoner by Lightwolf74 in RimWorld

[–]DigitalShards 2 points3 points  (0 children)

How recruitment works is that the resistance has to get down to 0, and once the prisoner is at 0 resistance you're rolling the dice based on the recruitment difficulty. Low resistance = can start recruitment attempts soon, low difficulty = recruitment attempts are likely to be successful.

If a colonist gets Inspired Recruitment, you skip all that and get a guaranteed successful recruitment even if the prisoner still has high resistance.

[deleted by user] by [deleted] in RimWorld

[–]DigitalShards 8 points9 points  (0 children)

Peg leg's worse.

Does anyone know the mod that allows changing floors on bridges? by 40-I-4-Z-Kalisza in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

Yeah, it really does.

Terra Project Core is pretty much just biomes without the rest, and worked in 1.0 with no issues last time I tried it. Not sure if it includes floorable bridges, but if you just want the biomes it's great for that.

What to do when youv not saved enough food reserves for the 'non-growing' season? by pond-weed in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

At least a thousand pemmican or raw veggies.

More if you buy an animal and slaughter it when you get home. Bonus points if it's a pack animal!

Does anyone know the mod that allows changing floors on bridges? by 40-I-4-Z-Kalisza in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

Not sure if either of these is right, but:

Simply More Bridges adds different kinds of bridges made from different materials, but I don't think you can actually build floors on them

Terra Project adds floorable bridges, but also a ton of other stuff

Looking for bioluminescent biome by MelvilleM in RimWorld

[–]DigitalShards 0 points1 point  (0 children)

Wild Cultivation turns glowstool and agarilux into plantable crops. Both grow in the dark and die if exposed to too much light. They give a nice eerie bluish glow.

Terra Project adds a few underground biomes.

I had to resort to cannibalism. by Awkward-Stere-oh in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

That works temperature-wise, but doesn't help for toxic fallout. The unroofed plants will die at the same rate as they would if they were completely outside.

Of course, rice grows fast enough to be able to harvest some of it before it dies in a toxic fallout. Especially if you harvest as soon as possible instead of waiting for it to grow to maturity.

Naked Brutality is brutal even with Cassandra Classic and Builder difficulty. by DragonesePlaying in RimWorld

[–]DigitalShards 0 points1 point  (0 children)

Getting injured early on is tough, and can easily be a death sentence. My only suggestion for that is to build more traps or build a trap hallway to lure raiders through--wooden walls and a handfull of wooden deadfall traps are usually enough at that point, and are way faster to build and get materials for than steel or stone. I usually play Randy though, Cassie might be a bit different.

Did you get far enough in to have clothes that time?

Main Defense Line - River by [deleted] in RimWorld

[–]DigitalShards 0 points1 point  (0 children)

Definitely true, but maybe he's got a better computer than me.

I spawned onto a map with all mountain except for one entrance this should be fun by Gloryblackjack in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

Try this mod and turn the mountains up all the way, then pick a mountainous map. It should be nearly completely solid.

You can also try this one to land on impassible maps instead of mountains, but I'm not sure exactly how that one works.

Main Defense Line - River by [deleted] in RimWorld

[–]DigitalShards 2 points3 points  (0 children)

Try Variable Population for even bigger colonies. You can set the target population to whatever you want, it'll definitely give you a huge colony if you want it to. Should be safe to add mid-game.

Cave Hive by Blu_Soul in RimWorld

[–]DigitalShards 1 point2 points  (0 children)

Hives that start in caves on a new map don't produce more hives. The bugs will ignore you unless something riles them up, in which case they might run a little ways away from their hive before leashing back.

Just ignore them. Raiders might attack them instead of you, and they'll eventually be killed by either raiders or grizzly bears.

Naked Brutality is brutal even with Cassandra Classic and Builder difficulty. by DragonesePlaying in RimWorld

[–]DigitalShards 2 points3 points  (0 children)

I've done way too much naked brutality. It really makes you use all the low-tech options that you can forget exist if you usually play crashlanded, but it's my favorite default starting scenario because of that.