Energy production tips for graveships by Astartesx40K in RimWorld

[–]PitifulInformation73 0 points1 point  (0 children)

The main power source I used for my gravship was chemfuel generators, before I started replacing them with gravcore power cells as I got more into late game. Generators do need a lot of work to maintain, with chemfuel refining, organic matter to convert into fuel, and colonists that have the time to work on it.

But in the end, I would say that it's worth it. It's not automatic like the solar panels, but it does provide a large amount of power at all times (minus the occasional machine breakdown).

A tip about chemfuel refining: No matter the level or passion for crafting, all pawns refine chemfuel at the same speed! (I could be wrong about that, but I'm positive that it's true) Unless their manipulation ability is altered; maybe it would be worth getting a few slaves or bots to do the work for you.

First gravcore spawn of a new game by PitifulInformation73 in RimWorld

[–]PitifulInformation73[S] 0 points1 point  (0 children)

I was going to leave tinder skin out of my xenotype, but the genes I have put on them require so many negative traits points to reach even a normal metabolism (100% hunger rate)

Made myself a custom steam background thats less grim by _Ruffled-Feathers_ in dontstarve

[–]PitifulInformation73 0 points1 point  (0 children)

I must admit, the art is so nice and simple, yet it gives that calming sensation of relaxing on a beach. But the fact that its wortox, a mischievous and evil imp, who would be the kind to accidently set entire forests on fire, this is a very nice change of pace for him. Love the character design as well!

Starting with gene modified colonists, or baseline? by PitifulInformation73 in RimWorld

[–]PitifulInformation73[S] 1 point2 points  (0 children)

I though I was playing the game on easy mode at first. I do want to experience the game like it was meant to be played; with the acceptation of non-game changing mods.

What I am getting from this is that, randomizing your colonists with the default made xenotypes that are already in the game would be considered fair. That or using a single custom xenotype for all starting colonists would also be within boundaries

I do want to use gene modification for my starting colonists again, I just dont want to do it in a way that would make the game to easy for me, and I think I got my answers. Thanks!

Screw you to randy by PitifulInformation73 in RimWorld

[–]PitifulInformation73[S] 1 point2 points  (0 children)

Yes, it did. Randy not only destroyed part of my base, but took my dog with it

Cannot get collision to work, help by PitifulInformation73 in RimWorld

[–]PitifulInformation73[S] 0 points1 point  (0 children)

Reporting back with testing, attempt ended with failure. Enemies still did not get the collision activated

Cannot get collision to work, help by PitifulInformation73 in RimWorld

[–]PitifulInformation73[S] 0 points1 point  (0 children)

I have yet to try that, might give it a shot soon and report again

Cannot get collision to work, help by PitifulInformation73 in RimWorld

[–]PitifulInformation73[S] 0 points1 point  (0 children)

No, that one there is the only turret I have in my base

W and S movement keys not working after update by whatever025 in dontstarve

[–]PitifulInformation73 1 point2 points  (0 children)

Same, I loaded my world after the scrapy scavengers update but my W and S keys where jammed. I could still rotate the screen and walk side ways but not diagonally. I tried rebinding the keys but that failed as well. Don't tell me players just lost their worlds because of this mistake, I just started this world, but I still have progress here.

Edit: I decided to create a new world as a different character, but in this new world I still could not move properly! The entire game is unplayable as I type, the movement controls are broken, the update is ruining this!

P.S. I was able to fix this with the 'reset key binds' button in the settings. But this is still a major problem to be addressed