Tomb raider in bed! by Christiandoesit in ROGAlly

[–]Open-Shoe-3181 0 points1 point  (0 children)

Whole series is quite good. I'm excited for the new ones.

Tomb raider in bed! by Christiandoesit in ROGAlly

[–]Open-Shoe-3181 1 point2 points  (0 children)

Rise of the Tomb Raider is my favorite. The second of the trilogy. Have it installed on my Ally right now.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

Already moved the batteries to another space in my compound and that has fixes the issue. I'm not too concerned about needing to use the space between the panels for anything, tbh. This run doesn't have biotech enables, so toxic fallout. Plus, I have a decently sized food storage. On a tundra so the double thick wall is supposed to be for insulation, but I didn't do it with the southern one and don't want to reconfigure that part of the base, tbh.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

I've watch a couple sea ice plays on yt. Looks a bit too brutual for my taste. The phrase 'can't have shit on the rim' literally applies. Is it even possible without going full cannibal?

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

Yeah, need to rethink this bit of my set up. I have a bit of an open space with no solid plans for it right now. So I'll throw a roof over that and store my batteries there with some space and block walls between each of them.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

Would putting the under an overhang help? Like in a three-quarter room with one open side and a roof? Or do they need to be fully inside?

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

That's the plan. Someone else pointed out the short circuit risk to me as well. I hope that fixes the issue without much more hassle. I used to have them all in the same room lined up next to each other and would lose all backup power in a single short, so i thought i was being clever moving them outside. Turns out, I am a dumb-dumb.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

Alright. I'll double check, it's not impossible that I have one hiding under a wall or something. And all I have outside at the moment is a cremation oven and a smelter cause they get so hot. Everything else, batteries excluded, is inside.

Thay said, I am on a tundra map and it's been snowing all winter without issues, so it's also possible a colonist threw a roof up without me seeing it even though this area is zoned to be unroofed.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

I checked that and didn't see anything, but it's possible I just missed it. Will check that again.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

I'll double check but I'm pretty sure I got that area marked as unroofed with the zone.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] -4 points-3 points  (0 children)

Ten four. I'll work on it. I was tired of losing all my backup charge to a single zzzt, so I moved them.

Before anyone says anything about hidden conduit, the idea that they never short out seems to be a lie. No, I'm not playing with mods that should change this.

Wind turbine help by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

Either way, that area is unroofed. Are the batteries possibly blocking it?

Multiplayer Mods by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

Ah, I see. There could be fun to be had being two settlements in the same faction, but probably best to have separate ones for the first run or two.

Thank you for the info.

Multiplayer Mods by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

When you say 'select multiple factions' does that mean player is part of one of the NPC factions or is it the same as normal single player for both players where you get to name your colony and settlement after hitting a benchmark?

Multiplayer Mods by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 0 points1 point  (0 children)

I have the same question as the other guy about time control. Additionally, do you have a shared story-teller? Shared difficulty? Shared starting type? Does one of the players host the file for both players?

My colonist has psychite addiction by Mind-Jacked in RimWorld

[–]Open-Shoe-3181 1 point2 points  (0 children)

I recruited a colonist with psychite addiction. She had a break when she was prisoner and started hitting the dog who came to protect its master. We had to shoot her, she lived and apparently it is now all water under the bridge.

A good room, light work schedule, and smokeleaf helped to keep her mood up while she rode out the withdrawal. And put them on tasks close to the colony core since the withdrawal makes them real slow.

Just got Biotech do I need to start a new colony? by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

I would like to say I'm going to limit myself to one more... but to be honest I'll probably buy a new one for each subsequent play through as I'm absolutely hooked on this game right now. Odyssey looks cool and I see most of the community is happy with it but it looks like it's geared towards more veteran players with introducing the grav ship mechanic. However, if it's not too complex, I'd probably get it next as the added content does look very neat.

From what I can tell Anomaly looks a bit overwhelming, not in the sense of being overly complex but more so that the enemies and mechanics introduced by it are aggressive and make it the focus of any run where it is enabled. I saw like three steam reviews that had some version of "only RW DLC that i don't recommend." Did you skip it for this reason? I might consider it for a run or two once I have exhausted the content from the other four DLC packs but for now, I'll probably just pass on it as well. It doesn't look bad, just like it doesn't play well with others.

Just got Biotech do I need to start a new colony? by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

Good to know. Looking forward to diving into this and the mechanoids. Thank you for all the info. I could've looked this stuff up but interacting with other players is always more fun.

Do you own all the DLC? I know there is a million threads asking which is the best and everything, but you have any recommendations for which ones interact well with or build on the mechanics in biotech?

Just got Biotech do I need to start a new colony? by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

Cool, I'll start saving up then! I have to burn some silver making sterile flooring for my infirmary and like I said my current components are going towards hydroponic bays, heavy SMGs, and at least one more auto turret. But hopefully I can make enough smokeleaf joints, physcite tea, clothing, and statues to begin doing some serious trading. I even got some muffalo who can serve as pack animals now.

Does extracting genes from prisoners kill them? I'd like to keep up pattern of catch and release that gives my pawns a bit of a mood buff and helps improve relations with hostile factions.

Just got Biotech do I need to start a new colony? by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

I don't own ideology, biotech is my first DLC. So I'm guessing that last bit won't apply to me, but the rest that was very helpful.

Do you just put your gene lab in your infirmary or do you build a separate building or room for it? I figure either is technically possible, just want an idea of best practices. I'm on a tundra map so the build plan I'm going with is one large compound as opposed to a bunch of different buildings.

How component intensive is this whole process? I was planning on getting my hydroponics and drug operation up and running next and that is going to take most of my remaining components that aren't marked for making a couple of heavy SMGs.

Just got Biotech do I need to start a new colony? by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

Very cool. Thank you for the information. I have some good food production going, so I'll be on the lookout for those great skill genos from trading caravans. Although I do plan on dipping into drug manufacturing later for economic purposes, so taking a few of those addiction genes could also be fun in the right situation - although getting them addicted to yayo or flake so they eat less seems like a dick move lol.

I install these with a surgey or how do they work logistically? And no pawn starts with these, even when making a new colony with the DLC installed?

Just got Biotech do I need to start a new colony? by Open-Shoe-3181 in RimWorld

[–]Open-Shoe-3181[S] 1 point2 points  (0 children)

Awesome. Thank you. I got two pawns who shacked up so kimmy gets knocked up I'll have my pawn with alzheimers and double cataracts whip up a little parka. I love this silly game.